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|a Young, Garry.
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|a Ethics in the Virtual World :
|b the Morality and Psychology of Gaming.
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|a Hoboken :
|b Taylor and Francis,
|c 2014.
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|c ©2013
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|a 1 online resource (190 pages)
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|a Cover; Title Page; Copyright Page; Table of Contents; Abbreviations; 1 Introduction: playing with right and wrong; 2 To prohibit or not to prohibit, that is the question; 3 Hume''s strength of feeling; 4 Kant''s call of duty; 5 The cost and benefit of virtual violence (and other taboos); 6 Are meanings virtually the same?; 7 There are wrongs and then there are wrongs; 8 Virtual virtues, virtual vices; 9 Doing what it takes to win; 10 Agreeing the rules; 11 Why would anyone want to do that?; 12 Coping with virtual taboos; 13 Conclusion; Notes; Bibliography; Index.
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|a Ethics in the Virtual World examines the gamer''s enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should there be a limit to what can be enacted or represented within th.
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|a English.
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
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|a Computer games
|x Moral and ethical aspects.
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650 |
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|a PHILOSOPHY
|x Ethics & Moral Philosophy.
|2 bisacsh
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650 |
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|a PHILOSOPHY
|x Social.
|2 bisacsh
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776 |
0 |
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|i Print version:
|a Young, Garry.
|t Ethics in the Virtual World : The Morality and Psychology of Gaming.
|d Hoboken : Taylor and Francis, ©2014
|z 9781844655496
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856 |
4 |
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