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This book examines what, if anything, makes a depiction of fictional immorality-such as the murder, torture, or sexual assault of a fictional character, whether in a film, book, play, or video game-an example of immoral fiction, and therefore something that should be morally criticized and possibly prohibited.
This 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.
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 raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture.
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