In “The Gamer’s Dilemma”, Morgan Luck seeks to align the moral standards of virtual murder and pedophilia. To this end he examines five arguments that are used to defend virtual murder while denounce virtual pedophilia. They are as follows:
• Social acceptability
A. Here Luck attempts to dissuade the notion of moral relativism. He does so with an illustration from history that of slavery, by showing that slavery was socially acceptable he claims thusly that it must be viewed as morally correct in the realm of this argument.
• Significant likelihoods
B. The argument here is simple, as no harm is actually done in either virtual act, but it’s translation to the physical act would cause harm, then if the likelihood of one engaging in the virtual act translating this to the physical is lesser than another than it should be viewed in a more understanding light. Luck claims there is no or insufficient evidence to support this argument.
• Enjoying the competition rather than the kill
C. Luck’s dismissal of this argument comes from the trend of increased graphical violence, and that even should murder not be a necessary component to advancement in a game we still partake in it for enjoyment. Therefore we still engage in immorality.
• Unfairly singling out a group for harm
D.
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Here Luck fails to find an immediate distinction between the wrongness of murder and molestation in the physical, and that following the logic of this argument if a game were to allow you to molest all groups it must be morally permissible.
• The special status of children
E. Here luck diverges from treating murder and molestation as one, and instead says unless we can prove molestation is as harmful as murder then this argument fails.
His argument breaks down to this either (a) there’s nothing wrong with both virtual murder and virtual pedophilia or (b) both virtual murder and virtual pedophilia are morally wrong. Having made this claim Luck further calls for the equivalent treatment of both
Case 7, p. 61: The Eskimo husband's sense of hospitality requires him to offer his wife to an overnight guest. In our culture this is considered wrong. Is one view more justifiable than the other? Explain your reasoning carefully.
The article, “Immigrant Crimes: Cultural Defense--a Legal Tactic” by Myrna Oliver is published in the Los Angeles Times. The author’s purpose was to evaluate the use of cultural defense on actions that we, as American believed that it’s morally wrong. Oliver uses different examples and testimonies to display the effective use of culture defense to justified behaviors that violates American laws. The article argues that cultural defense is popular among immigrants to get lighter punishments since they have different values and beliefs in their hometown.
In A Defense of Abortion Thompson presents an argument against the morality of abortion by showing the superiority of women’s rights through several different analogous cases. The case of focus will be case eight, “ A Selfless Brother’s Box of Chocolates.” In scenario one, Thompson argues that an older brother has a box of chocolates while his younger brother has nothing; the question of appeal is does the younger brother automatically have a right to these chocolates? The box of chocolates represents a woman’s body while the younger brother represents the fetus. Although it would be nice for the older brother (mother) to share his box of chocolates (mothers body) he is not obligated to share them with anyone even if he is perceived as a selfish, greedy, or a stingy person.
Sternheimer begins with introducing us to a “first person shooter” game called “Doom”(214). With this multi-billion dollar game industry rising, she points out that there are three school shooting cases that the press emphasizes the shooters being “video-game experts” (215) to the game Doom, only making the “critics’ predictions” (214) about video games come true. Sternheimer begins by explaining how video game violence has become “folk devils” (214). This term allows media and politicians to “channel the blame and fear to remedy what many believe to be a growing problem” (214). Politicians are one of the main factors in targeting video games as the leading cause of violent behavior in teens, according to Sternheimer.
3. Prompt Six (Word Count: ) James Rachels describes two different scenarios to preface his argument about the euthanasia debate. First, there is Smith. Smith will receive a large amount of money if his ‘six-year-old’ family member dies (Timmons, 2016).
Every few years a new discourse community arises, one of which that not everyone believes is actually considered a discourse community. The newest of which is the community of gamers. Most people don’t believe that the community of gamers should actually be considered a discourse community. That’s what I’m here for. I am going to disprove those who don’t believe that gamers are a legitimate discourse community.
This book is well supported by facts. He firstly talks about the world of video games and online “entertainments”. Here children's exposure to violent images through gaming and early sexualisation through various media
“According to Patrick Kierkegaard, a PhD candidate at the School of Computer Science and Electronic Engineering at the University of Essex in England, early studies on violent games were biased. In other words, scientists had negative opinions about violent video games and that they designed their experiments to support their ideas” (Hile 14). Kierkegaard studies into the early research on the subject of violent video games, also announced strong data which supports his previous statement showing bias in research. “According to Kierkegaard, "violent crime, particularly among the young, has decreased dramatically since the early 1990s. " There were 1.36 million violent crimes in the United States in 2005 versus 1.42 million in 2004, "while video games have steadily increased in popularity and use” (HIle 14).
Violent video games have been blamed for everything from bullying to school shootings. Critics of these video games believe they cause people to commit violent acts in real life. These critics, mainly comprised of parents and other responsible adults, don’t agree with what the video games portray. Others say the video games cause less violence and are an outlet for anger and stress. Although violent video games have violent actions in them, teenagers should be able to play violent video games because there isn’t enough evidence to prove they make teens more aggressive, it could prevent violence, and violent video games are a fun and relaxing way to relieve stress and anger.
For many teenagers in our world today, playing video games may be a huge part of their daily lives. In contrast, many individuals think playing violent video games will not be safe for kids. However, research has shown that video games have solved some of science’s biggest problems. Teens could someday cure diseases. Also, kids who play violent games are being “exposed” to what war may be really like.
There are games that literally replicate and give people the ability to score points for doing the very same thing that these students are doing inside schools, where you get extra points for finishing someone off who’s lying there begins for their life.” ( 6) There are several ideas that say young people benefit from these violent video games “Surprisingly, playing video games can help our physical, mental, and emotional health.” It helps them to improve hand eye coordination and thinking ability. These benefits are not worth the risk of being influenced by violent video games. (7) All in all the research and officials say that violent video games affect how children, teenagers and young adults act.
Children around the world play adult content video game And many parents say it is bad for their children; however video games can actually help their children learn. Approximately 90% of children in the United States play video games, and more than 90% of those games involve mature content that often includes violence (Park, 2014). There are those that believe video games are detrimental to society, however playing video games including those with mature content can actually be beneficial to both individuals and society by increasing knowledge expanding the ability to react positively at real life situations and improving cognitive thinking skills. Children that play video games not only have the potential to increase their ability to learn right from wrong, and to improve their cognitive thinking skills the game can also increase a child’s knowledge.
Over the years there has been a big controversy over whether video games are relatively good or extremely bad for children. Video games are super beneficial to a kid’s learning process and have been proven to increase social skills, productivity, and stress. The fear that video games are harmful to a child, is proven through countless experiments that they are actually great for their growth and brain capacity. Video games can increase the social skills in a child, Xbox and PlayStation provide great opportunities for cooperation and competition. Two different studies, one by Katherine Keyes and the other by Vinay Devnath, both have proved that the use of video games can increase the social skills that many children can’t grasp, “Video game playing is often a collaborative leisure time activity for school-aged children, and these results indicate that children who frequently play video games may be socially cohesive with peers and integrated into the school”( Keyes, PhD).
Video games education is a method of teaching by using electronic games as the learning material. Teenagers from fifteen to eighteen, who have been called as “K-20 students” [1] or Net Generation since mid-1990s, playing video games as pastime leisure and expose to digital multimedia more often compare to the older generation. The issues of implementing video games education has been the subject of debate within education and sociology communities due to its appeal to contemporary students. Discussion among sociology scholars focus on the aggressive behaviour and hostility of youngsters who are involved in a video game in a great length of time and a specific type of games [2]. However, some academics argue that video game becomes an interactive learning platform of social education, especially with players verses players (PVP) games.
In our time, technology has become one of our essential things in life; specifically video games. Video games are electronic system used to run games. They involve human interaction specially teenagers. Many researches have been done on the effects of video games showing that there is positive and negative impacts. As we know not all video games contain violent contents, but most of them are violent and mentally dangerous.