Chapter
3 return to philosophy through video games web
page
Do Video Games Make us Evil? (First-Person Shooters)
3C
Cool Links return
to top
- US Bureau of
Justice Statistics, “Criminal Offender
Statistics,” http://www.ojp.usdoj.gov/bjs/crimoff.htm
(accessed December 11, 2007).
- Ars
Technica, “Judge Rules Against Video Gaming
Law,” http://arstechnica.com/news.ars/post/20060825-7597.html
(accessed April 2, 2008).
- Craig
A. Anderson “Violent Video Games: Myths,
Facts, and Unanswered Questions,” Psychological
Science Agenda, Vol. 16 (2003) (also available at: http://www.apa.org/science/psa/sb-anderson.html).
- Ronald
Baily, “Video Violence = Real Violence?
Bomb, blast, and strafe in peace,” http://www.reason.com/news/show/34982.html
(accessed January 21, 2008).
- Adriane
Raine, Todd Lencz, Susan Bihrle, Lori
LaCasse, Patrick Colletti, “Reduced Prefrontal Gray Matter Volume and
Reduced
Autonomic Activity in Antisocial Personality Disorder, http://archpsyc.ama-assn.org/cgi/reprint/57/2/119
(accessed January 25, 2008).
- U.S.
Department of Justice, Bureau of Justice
Statistics, “Since 1994, violent crime rates have declined, reaching
the lowest
level ever in 2005,” http://www.ojp.usdoj.gov/bjs/glance/viort.htm
(accessed April 2, 2008).
- Michael
Aldman, Sean Nicholson, and Nodir
Adilov, “Does Television Cause Autism?” http://www.johnson.cornell.edu/faculty/profiles/Waldman/AUTISM-WALDMAN-NICHOLSON-ADILOV.pdf
(accessed December 10, 2007).
- Hiawatha
Bray, The Boston Globe, “Sex scene stirs up a fuss
over Grand Theft
Auto,” http://www.boston.com/news/globe/living/articles/2005/07/09/sex_scene_stirs_up_a_fuss_over_grand_theft_auto/?page=1
(accessed May 15 2008).
- Bob
Hebert, New
York Times, “Clueless in America,” http://www.nytimes.com/2008/04/22/opinion/22herbert.html?_r=1&ref=opinion&oref=slogin
(accessed April 22, 2008).
- Democracy
Now! “Is
Torture on the Hit Fox T.V. Show “24” Encouraging Soldiers to Abuse
Detainees,” http://www.democracynow.org/2007/2/22/is_torture_on_hit_fox_tv
(accessed May 15, 2008).
- George
Popescu, “Women in Video Games. From
Barbie to Xena,” in Gender and the (Post)
East/West Divide, ed. Mihaela Frunză and Theodora Eliza Văcărescu, http://www.iiav.nl/epublications/2005/gendeRomania.pdf
(accessed April 3, 2008); hereafter, referred to in text as Gender.
- Donato
Totaro,
Offscreen, “The Final Girl: A Few Thoughts on Feminism and Horror,” http://www.horschamp.qc.ca/new_offscreen/final_girl.html
(accessed August 6, 2008).
- Helen
Kennedy, Game Studies, “Lara Croft: Feminist Icon or
Cyberbimbo? On the
Limits of Textual Analysis,” http://www.gamestudies.org/0202/kennedy/
(accessed April 6, 2008).
- Andrea
Rubenstein, “Idealizing Fantasy Bodies,” Iris Gaming
Network, http://www.theirisnetwork.org/archives/12
(accessed May 10, 2008).
- “Sex-positive
feminism,” Wikipedia, http://en.wikipedia.org/wiki/Pro-sex_feminism
(accessed May 10, 2008).
- Sudhir
Venkatesh, “Unjustifiable
Carnage, Uneasy Alliances, and
Lots of Self-Doubt: What Grand Theft Auto IV
gets right
about gangland and illegal economies,” Slate, http://www.slate.com/id/2191012/
(accessed
May 11, 2008).
3D
Discussion Questions return
to top
1. Explain and evaluate the Platonist's case for the view that video
games are morally harmful. In doing so, discuss the arguments
(including the Emulation Argument) and empirical data
presented. [Section 3.2 and Section
3.4.1]
2. Explain and evaluate the Aristotelian's case for the view that
video
games are not morally harmful. In doing so, discuss the arguments
(including the Katharsis
Argument) and
data
presented. [Section 3.3 and Section
3.4.2]
3. Explain and evaluate the part of Mill's defense of liberty presented
by the authors. Is the
Millean right to think that
even if the Platonist is correct about the harmful effects of violent
video games, the kind of censorship manifest in the ESRB (or rather the
manner in which government threats and lawsuits have led to its
imposition) is a bad thing? [Section 3.5.1]
4. The authors present one example of the moral relevance of the
context of presented violence.
Present two more examples of this phenomena. [Section 3.6.1]
5. Evaluate and explain Popescu's typology of female characters. What
would a similar typology of male characters look
like? [Section 3.6.2]
6. The authors discuss morally problematic aspects of video game
portrayals of women. Evaluate and explain the three
possible readings of Lara Croft? Which is most plausible and why?
[Section 3.6.2]
7. Explain and evaluate E.M. Dadlez's claim about how art works make
certain events or states of affaris seem possible. Are the authors
correct that from this perspective video game portrayals of women are
problematic. How
should video game design respond to this critique? [Section 3.6.3]
8. The authors conclude by briefly discussing "the good life" and how
overplaying violent video games might hinder this. What kind of
reflections should one aspire to be able to have on one's deathbed?
That is, what are the main properties of a meaningful life that is
worth living? To what extent do video games contribute to such a life?
Are some games better or worse in this regard? How should the answers
to these questions bear on game design? [Section 3.6.3]