Gamer's Dilemma Case Study

Superior Essays
The Gamer’s dilemma, a term coined by Morgan Luck (2009), outlines the predicament faced by gamer’s when asked to acknowledge why the ethics of virtual killing is deemed morally permissible, whilst virtual paedophilia is considered morally prohibited. This dilemma prompts an analysis of the acceptance of the immoral act of virtual killing and question why virtual paedophilia is wrong in a gaming context. I will argue that there are not enough moral discrepancies between virtual killing and virtual paedophilia to suggest that virtual paedophilia should be socially rejected, whilst killing accepted, therefore both must be allowed. I will evaluate two arguments to support the premise of my thesis. Firstly, I will assess the claim that no living human being is harmed in the process of a virtually immoral act. Secondly, I will argue that both virtual paedophilia and virtual killing can be more about the thrill of the win rather than the immoral act. By assessing a range of sources including papers by Morgan Luck, Nathan Ellerby, Christopher Bartel and Stephanie Partridge I will conclude why both virtual killing and virtual paedophilia should be accepted.

The Gamer’s
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He uses Levinson’s (2005) definition labeled the ‘intention-model’, which defines pornography as ‘images intended to sexually arouse in the interest of sexual release’. This definition is more succinct, but it is not clear that virtual paedophilia is created only with the intention of sexual arousal. Outlined in Morgan Luck and Nathan Ellerby’s 2013 paper; “Suppose a computer game were created in which acts of virtual paedophilia were not depicted on screen, but nevertheless the game suggested (in such a way as to leave little doubt) that such an act had occurred… Such a game might count as one in which players commit the act of virtual paedophilia, despite the fact the act itself is never

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