Violent video games: content, attitudes, and norms

被引:0
|
作者
Alexander Andersson
Per-Erik Milam
机构
[1] University of Gothenburg,
来源
关键词
Video games; Violence; Attitudes;
D O I
暂无
中图分类号
学科分类号
摘要
Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Others, including moral objections to VVGs, have persisted. The aim of this paper is to determine which, if any, of the concerns raised about VVGs are legitimate. We argue that common moral objections to VVGs are unsuccessful, but that a plausible critique can be developed that captures the insights of these objections while avoiding their pitfalls. Our view suggests that the moral badness of a game depends on how well its internal logic expresses or encourages the players’ objectionable attitudes. This allows us to recognize that some games are morally worse than others—and that it can be morally wrong to design and play some VVGs—but that the moral badness of these games is not necessarily dependent on how violent they are.
引用
收藏
相关论文
共 50 条
  • [31] Cool, callous and in control: superior inhibitory control in frequent players of video games with violent content
    Stockdale, Laura
    Morrison, Robert G.
    Palumbo, Robert
    Garbarino, James
    Silton, Rebecca L.
    [J]. SOCIAL COGNITIVE AND AFFECTIVE NEUROSCIENCE, 2017, 12 (12) : 1869 - 1880
  • [32] VIOLENT PROGRAM CONTENT IN MUSIC VIDEO
    CAPLAN, RE
    [J]. JOURNALISM QUARTERLY, 1985, 62 (01): : 144 - 147
  • [33] Violent video games: Their impact on emotional desensitization in youths
    Stucki, G.
    Squillaci, M.
    [J]. EUROPEAN REVIEW OF APPLIED PSYCHOLOGY-REVUE EUROPEENNE DE PSYCHOLOGIE APPLIQUEE, 2016, 66 (05): : 251 - 260
  • [34] Video games with violent contents and family resilience factors
    Radetic-Paic, Mirjana
    [J]. INTERNATIONAL JOURNAL OF INNOVATION AND LEARNING, 2019, 25 (03) : 223 - 236
  • [35] Research on the Effects of Violent Video Games: A Critical Analysis
    Ferguson, Christopher J.
    [J]. SOCIAL AND PERSONALITY PSYCHOLOGY COMPASS, 2009, 3 (03): : 351 - 364
  • [36] Violent Video Games and Aggression: Stimulation or Catharsis or Both?
    Lee, Eun-Ju
    Kim, Hyun Suk
    Choi, Soonwook
    [J]. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING, 2021, 24 (01) : 41 - 47
  • [37] Violent video games as exemplary teachers: A conceptual analysis
    Gentile, Douglas A.
    Gentile, J. Ronald
    [J]. JOURNAL OF YOUTH AND ADOLESCENCE, 2008, 37 (02) : 127 - 141
  • [38] Exploring the Effects of Violent Video Games on Healthcare Trainees
    Krause, Karlie A.
    Smyth, Chelsie
    Jansen, Kate L.
    [J]. SIMULATION & GAMING, 2020, 51 (05) : 653 - 665
  • [39] Violent video games and aggressive behavior in young women
    Anderson, CA
    Murphy, CR
    [J]. AGGRESSIVE BEHAVIOR, 2003, 29 (05) : 423 - 429
  • [40] US psychologists concerned about violent video games
    不详
    [J]. PSYCHOLOGIST, 2005, 18 (10) : 591 - 591