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Video Games Ethics - Research Paper Example

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The paper examines the notion of ethics through the prism of the way in which it is reflected in the video games, comparing it to the real world ethics. The differences between them are summarized and presented - video games ethics heavily relies on the concept of responsibilities of the gamer…
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Video Games Ethics
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Video games ethics The paper examines the notion of ethics through the prism of the way in which it is reflected in the video games, comparing it to the real world ethics. The differences between them are summarized and presented as the following four aspects: first of all, video games ethics heavily relies on the concept of responsibilities of the gamer which define one’s behavior; secondly, games create a unique environment that is independent from the outside world; thirdly, video games are purely fictional which does not allow gamers perform similar actions in reality; finally, virtual environment should not be thought to be a simulation of the real word. The paper analyzes two unethical game practices: camping (staying in one position to gain advantage) and farming (performing simple actions to boost abilities). There is a considerable number of aspects in which a human being is different from the rest of the living world. While some people might put emphasis of their analysis on our peculiar ability of generating verbal interaction, it is clear that there is one particular point should be noted above all: the spiritual world of the human civilization. One of its manifestations is the notion of ethics. Indeed, this concept can hardly be found outside the social environment that is constructed by humans. That is why it would not be a mistake to suggest that ethics should be regarded as a characteristic feature of our civilization. Being so significant, it may be reflected in numerous aspects of our culture. Thus, ethics might be studied with the help of visual art, literature and other mediums. In addition to that, ethics is also involved when it comes to computer games. This paper will analyze the differences between video game ethics and real word ethics, examining several general points as well as detailed examples. To begin with, it would be particularly important to outline the framework in which the analysis will operate. Thus, “ethics of computer games should be seen as a complex network of responsibilities and moral duties” (Sicart, 2009, 4). This definition provides the researcher with the first difference that should be taken into consideration: unlike in real life, people in video game, or gamers, have their responsibilities. Indeed, it is true that every person has some kind of responsibilities; however, the need to fulfill them may be rather vague. People might discard of the social conventions and live how they want and the society will be obliged to accept that. However, a part of the process of playing a video game is performing certain actions: fulfilling a quest, achieving a certain result, helping team mates and so on. That is why, it is a moral imperative for a gamer to perform certain responsibilities if one would like to continue playing. All this leads to the understanding that there are actions which might be considered ethical as well as actions which are considered to be unethical in the games. Speaking of the latter one might provide the following definition of them: “actions that are designed to simulate what we would consider unethical behavior outside the game, but also simulations that in themselves, can be considered unethical” (Schrier & Gibson, 2011, 145). This duality, inside and outside the game, is another point which differs video games ethics from its real life counterpart. Speaking of the latter, every action that is performed by a person has consequences which might be judged differently from an ethical point of view. However, if a person does something wrong in the game, it is always just a game and nothing more. In other words, the gamers understand that they are obliged to adhere to the ethical rules, but in case some of the players stray away, they do not feel remorse, since this violation of ethics happens only in the virtual environment. The next element that should be discussed in particular while considering the differences between the two notions in question is fictional aspect of video games. Indeed, “a fictional element that is necessary but not sufficient for explaining the morality of the game experience” (Sicart, 2013, 10). This partially coincides with the previous notion: all games are fictional; so the actions that are performed inside them are fictional as well. While some people might suggest that the scope of ethical behavior should not be limited with the real world only, it is clear that video games may provide a safe harbor for people to exercise some unethical behavior for a change. For example, a person might admit that killing people is not a decent action, but one does not fill any problem doing that towards zombies. Since the latter are purely fictional creatures, the problem of ethical action is eliminated: a person will never kill a zombie in real life. All this leads the analysis to one of the primary points of difference between the two kinds of ethics. In spite of the fact that there proponents of idea that games are able to modify behavior of people in a certain negative way, “producers and creators insist that violent action in video games is fantasy play with no causal relation to violent action in real life” (Perebinossoff, 2008, 64). In other words, it is particularly important to understand that virtual word that is portrayed in the video games should not be regarded as a simulation of the real world with all the laws that are applied to it, including ethical considerations. This logic allows justification of the presence of violence in video games as an amusing not destructing element. Indeed, many people point out that many killers were reported to have played violent games, especially Doom or Grand Theft Auto. Based on this evidence, these games are considered to be unethical. However, those killers also drank water. Should not drinking water be labeled as unethical as well? Now, it would be important to example how content of the video games is able to create and maintain ethical constructions. It would not be a mistake to suggest that one of the essential points of every game play is interaction with objects. While some actions might be regarded as positive ones (building a house is Sims 3), other might be claimed as negative (killing demons in Diablo II). However, the point that people are missing while making this division is that both actions are nothing but an interaction of the gamer with the virtual environment. In other words, building a wall takes as much effort as casting a spell. Nevertheless, the public tends to attribute more meaning to these actions when there is not any deeper meaning. It is true that content that is depicted in the games might appeal to different aspect of behavior: some might encourage aggression, some – greediness, other might even provoke sexual arousal; that is what ultimately differs the content of the games and the need to involve ethical judgment while considering it. Having analyzed the issue of video games ethics from a broad point of view, it would be advisable to examine some of the most typical practices that are able to shed more light on this concept. The first of them is sometimes referred to as camping. It obviously has nothing to do with activities outside cities. Camping is a term to describe situation when a person occupies a certain advantageous position and refused to leave it in order to boost one’s performance in the game. While it may not seem connected to ethics at first sight, but ultimately such behavior leads to the well known Prisoner’s dilemma: the gamers will not be able to enjoy the game since none of them will be playing, but only camping, i.e. not performing the required functions, such as exploring the area. In other words, camping is able to destroy the game from inside in case everyone does it. Another practice that should be mentioned with this regard is farming. Once again the name is not able to reflect the actual meaning of the term. Farming is a practice when a player decides to performed a considerable number of some basic actions that will give one small reward; however, due to repetition, the amount of benefit that is accumulated is rather big. It is true that this practice also does not seem to violate ethics, but if one takes a close look, one will be able to notice that it undermines the very game play. For example, in experience based games, a person might develop one’s character in the early locations and the balance of the further play will be lost. In other words, while farming does not mean breaking the rules of the game, it surely does not follow the spirit of it, according to which the gradual development of the character of one’s abilities is an essential part of the game play. As one can clearly see, video games ethics as well as real world ethics are different in a number of aspects. First of all, paying games is inseparably connected with necessity to perform certain actions and fulfill responsibilities. In real life this obligation is not as mandatory as in the virtual environment. Secondly, one should always keep in mind that it would not be logical to apply ethics with all its aspects to the actions which exist purely in the virtual world. In other words, gamer’s behavior in and outside the game might be different. This might be explained by the fact that while playing a game a person has to deal with issues that are rooted in fiction. As a result, the patters of behavior that are expressed in video games will not be repeated in real world. Finally, it is important to acknowledge that video games are not a simulation of the real world, so application of real life ethics might not be effective in this case. References Perebinossoff, P. (2008). Real-world media ethics: inside the broadcast and entertainment industries. Amsterdam: Elsevier Focal Press. Schrier, K., & Gibson, D. (2011). Designing games for ethics models, techniques and frameworks. Hershey PA: Information Science Reference. Sicart, M. (2009). The ethics of computer games. Cambridge, Mass.: MIT Press. Sicart, M. (2013). Beyond choices: the design of ethical gameplay. Cambridge, Mass.: MIT Press. Read More
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