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020 _a9783319465951
024 7 _a10.1007/978-3-319-46595-1
_2doi
040 _aES-MaUEC
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_cES-MaUEC
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050 4 _aGV1469.34.S52
_b2016 EB
100 1 _aYoung, Garry
_eautor
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_d1966-
_9688625
245 1 0 _aResolving the Gamer's Dilemma :
_bExamining the Moral and Psychological Differences between Virtual Murder and Virtual Paedophilia
_cby Garry Young
250 _aFirst edition 2016
264 1 _aCham
_bSpringer International Publishing
_c2016
300 _a1 recurso en línea (V, 139 páginas)
336 _2rdacontent
_aTexto
_btxt
337 _2rdamedia
_aelectrónico
_bc
338 _2rdacarrier
_arecurso electrónico
_bcr
347 _aarchivo de texto
_bPDF
490 0 _aPalgrave Studies in Cyberpsychology
505 0 _aChapter 1. Introducing the Gamer's Dilemma -- Chapter 2. Social Convention and the Likelihood of Harm: Luck's Initial Attempts at Resolving the Dilemma -- Chapter 3. Motivation, Discrimination and Special Status: Luck's Further Attempts at Resolving the Dilemma -- Chapter 4. Virtual Paedophilia as child pornography and the harm done to women: Bartel's attempt at Resolving the Dilemma -- Chapter 5. Targeting Morally Irrelevant Characteristics and the Need for Context: Further Attempts at Resolving the Dilemma -- Chapter 6. A New Approach to Resolving the Gamer's Dilemma: Applying Constructive Ecumenical Expressivism.
520 _aThis book explores the gamer's dilemma, which lies at the heart of theorising about the morality of certain video game content. The dilemma is as follows: given that gaming content involves virtual characters within a virtual environment, the moral permission of virtual murder would also appear to morally permit virtual paedophilia. Yet most gamers and members of wider society would not want to play, endorse, or find in any way morally acceptable the enactment of virtual paedophilia within a video game. Yet by accepting the moral permissibility of virtual murder they leave themselves vulnerable to having to accept the moral permissibility of virtual paedophilia. This book provides an incredibly thorough and systematic analysis and evaluation of the gamer's dilemma, by considering the origins of the intuitions around the dilemma, and exploring whether they find support from traditional or contemporary moral theory and psychological research. The book will be great interest to academics and students of philosophy and psychology, as well as members of the wider public interested in video game violence and taboo enactments more generally.
988 _aSpringer_Psychology_2016
650 7 _2embne
_9334559
_aVideojuegos
_xAspectos sociales
776 0 8 _iPrinted edition:
_z9783319465944
776 0 8 _iPrinted edition:
_z9783319465968
776 0 8 _iPrinted edition:
_z9783319835457
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-319-46595-1
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b05/2022
_dz
_ek
_zSI