1. The game I have chosen, Full Spectrum Warfare, is the perfect example of the ethical delima in showing war related violence to children. Questions such as: does simply viewing acts of warfare impact the young psyche? If so, how? And what can be done to prevent them from reenacting what they do in the game?
2. Simulation games: should they be used strictly for the purpose of training employees? what other uses do they have? and what impact can they have when released to the general public?
3. Hume's view of sentimentalism is the basis for many fights against violence in the media. What basis does he have for claiming that such violence has an impact on human action? Being a humanistic theory, how does it help society process the fears and realities that come with war?
Monday, October 20, 2008
Monday, October 13, 2008
Artical Responses
http://www.slideshare.net/johnnord/ethics-white708/1
The thorough analysis of the use of video games as tools i thought was very effective. This article, by way of example more than anything, showed how the ethics of the game or the person playing it can be determined only by the real goal of the game. If it was made purely for entertainment, then there are bound to be actions like in Super Mario Brothers, all of the bashing and the battling of characters, that we would never engage in during our real lives. However, not all games reveal the unethical side of humanity when played. Some simulation games are used to help reduce "on the job training" and are utilized by companies such as Cold Stone Creamery. So as a result this article shows that there is more to the video game industry than games that promote violence.
http://www.scu.edu/ethics/publications/submitted/video-game-panel.html
Taking the evils of the video game industry to an extreme the above article mentions Hot Coffee, which is in essence a manipulated version of Grand Theft Auto. This example and many others identify the whole industry as a way to introduce unwelcome and unethical topics to the young minds of players. No doubt this multi-billion dollar industry is fueled by the very topics society wishes to be rid of, but can not be separated from them no matter how many good games they produce. There will always be the unethical, unreal, unlawful games as there will be any other media, but it, unlike other forms of media puts the player into the game, creating a danger of reenactment.
The thorough analysis of the use of video games as tools i thought was very effective. This article, by way of example more than anything, showed how the ethics of the game or the person playing it can be determined only by the real goal of the game. If it was made purely for entertainment, then there are bound to be actions like in Super Mario Brothers, all of the bashing and the battling of characters, that we would never engage in during our real lives. However, not all games reveal the unethical side of humanity when played. Some simulation games are used to help reduce "on the job training" and are utilized by companies such as Cold Stone Creamery. So as a result this article shows that there is more to the video game industry than games that promote violence.
http://www.scu.edu/ethics/publications/submitted/video-game-panel.html
Taking the evils of the video game industry to an extreme the above article mentions Hot Coffee, which is in essence a manipulated version of Grand Theft Auto. This example and many others identify the whole industry as a way to introduce unwelcome and unethical topics to the young minds of players. No doubt this multi-billion dollar industry is fueled by the very topics society wishes to be rid of, but can not be separated from them no matter how many good games they produce. There will always be the unethical, unreal, unlawful games as there will be any other media, but it, unlike other forms of media puts the player into the game, creating a danger of reenactment.
Subscribe to:
Posts (Atom)