Everly 1 William N. Everly Professor Jake Khoury UNIV 112 28 October 2014 The Ethical Continuum of Violence in Videogames Gaming has only really picked up around 1998 and since that time, many concerns involving video games have arrived- the most impacting being the question of how violent video games impact impressionable young minds. Studies from Thierer and several other researchers show videogames may not directly cause higher violence trends in terms of youth violence versus per capita sold of these games, but this does not change the moral dilemma, however, because there could be huge indirect connections. There are also studies by Kutner and Olsen showing that those with already violent tendencies are more likely to play violent videogames. Through a cross-sectional study, it was shown that those that bullied were more likely to have played M-rated videogames ("22 Charts & Graphs on Video Games & Youth Violence."). So, the real question here is, “should videogames be allowed to continue if they make violent tendencies worse?” These games create new, immersive worlds to sink into that can, however, be negative because many have argued that children subject to these worlds begin spreading the violent tendencies to their real life. If violence in videogames even slightly increases violent tendencies, many various demographics could pay the price; gamers may lose their past time, the families of gamers may be more likely to be abused, victims of abuse could feel more endangered, the gaming industries could lose their positions and passions, and the legal system may be held responsible for cleaning up the mess. Three modern thinkers- Sandel, Singer, and Everly 2 Asma- have varying approaches to moral conundrums, those being justice, egalitarianism, and loyalty respectively. These different ideas tease out complexity in a couple of ongoing underlying topics. First, if games do cause a small demographic to be more likely to act violent impulses, what should be done? Second, is it morally or ethically wrong to use violence as a selling point from the industry? Three contemporary philosophers have varying viewpoints on these topics. So, what should be done if these videogames really do cause already violent children to be more likely to commit violence? The judicial philosopher, Sandel, would argue that whether or not violence being increased does not change if videogames are just because he said an important aspect about justice is “to reason about just distribution of a thing, we have to reason about, and sometimes argue about, the purpose of the thing.” In this case, the purpose of videogames has always been entertainment and therefore videogames can be as violent as they need to be to distract the user and provide a fulfilling entertainment process. But he doesn’t stop there, as he says that “what we really need to think about is the essential nature of the activity in question and the qualities that are worth honoring and admiring and recognizing.” All MLG (Major League Gaming/Gamers) are popular for their ability to combine various skills and arise victorious in conflict, proving that they’ve earned the honor. Singer, would disagree with Sandel’s observation though and say that if there is even one case of violence stemming from gaming, then they have negatively impacted society as a whole because no individual is greater than another. Sandel and Singer primarily reach their dispute here because Sandel focuses on the goods/services in question, while Singer focuses on the humanitarian outlook. Singer doesn’t care about the hand-eye coordination, quick reflexes, teamwork, and strategic thinking that Sandel would like to honor. Singer provides reasoning for this thought by arguing that we as Everly 3 humans have a “global responsibility and a global community” for which we must take care of those born less fortunate than us (381). Singer’s ideas strongly advocate against killing or violence because there will always be someone who receives the short end of the stick and is made out to be lesser. These two philosophers greatly differ in their opinions on this scenario because Sandel, and– in this way– Asma and Sandel are similar. Asma would argue that trying to appease every possible scenario is not only biologically impossible, but also that being more reality-oriented would bring back old virtues. First, he states that biological empathy is “like sprinting, it’s not the kind of thing you can do all the time.” This is backed by studies showing that it takes mental energy to care, proving that we can’t be in a state of constant empathy for one-in-one-million cases of violent outbreak, whereas Singer would argue that the one out of the million is just as important as the rest. He continues by saying that we could better exercise some disappearing virtues, like loyalty, generosity, and gratitude” (14). These virtues– by definition– are human qualities that bring about positive ethical change. By this logic, the world could be improved one kith-and-kin circle at a time. Because it is possible that those effected by the violence could end up being one close to the thinker, Singer argues, the stance changes. These conflicting views bring complexity in acting against or arguing immediately for violent videogames. An obvious follow-up question regarding violent games is this: is it wrong for the game industries to capitalize on the trending desire for mature games? Well, the industry holds huge fiscal stakes in these games, so a movement towards removing violence in games could cause several large corporations to go bankrupt. However, those that could be on the receiving end of the violence (previous victims, gamers’ families, and etc) present an emotional counterweight on Lady Justice’s scale because of the pain they could suffer. Singer argues that the money spent on Everly 4 videogames could be spent on helping those that are less fortunate instead of being spent on luxuries of those who already have comfort. He asserts this idea by comparing poverty to wealth: “In comparison with the needs of people going short of food in Rwanda, the desire to sample the wines of Australia’s best vineyards pales into significance” (383). Such a strong contradiction causes the huge ethical question of what’s ‘fair’ into question. Why should one person arbitrarily be luckier than another and inherit wealth? This idea from Singer strongly contradicts Asma’s thoughts. Asma believes that “one can’t love humanity, one can only love people” (qtd in Asma, 15). Because of this mantra, one can’t simply fill their social needs by having someone in a third world country receive their monetary excess. Singer disagrees with the gaming industry in this light as well, but Asma provides a slightly more realistic– though not necessarily ideal– insight on right and wrong. Asma would argue that videogames are great… if he happens to know someone in the industry or a serious gamer. He furthers this claim by suggesting that “we have circles of favorites (family, friends, allies, etc.) and we mutually protect one another” (15). Conversely, if he doesn’t share loyalty to either of these stakeholders, but he does care for a victim or potential victim, then they become ethically wrong. Singer’s and Sandel’s approaches are much more dynamic in that any observer has the same idea of justice with their methodologies, while Asma’s ethics are much more relativistic, which causes problems; Perspective plays an important role in deciding what is just because—as it is in Asma’s approach—if perspective effects the answer, all perspectives must be considered. In actuality, the moral question doesn’t change Sandel’s view on the matter. The industries are producing the games, the games are the source of the subject matter, because the point of his ideals on ethical arguments is so that “we might improve, elevate, the terms of political discourse in the United Everly 5 States, and for that matter, around the world” (Sandel). Such dynamic elements add complication to the monetary gratification of working in the violent game industry. So, how do violent videogames stand ethically in regards to potential harms they may cause? Well, the answer depends on the mind that perceives the problem. While Sandel and Asma may construe the data and subjective knowledge in a way that makes them seem completely (or circumstantially, as it is with Asma) ethical, Singer may find the risk too great for a luxury to pose ethically, and see them therefore as unethical. Without more convincing data, the problem remains at odds with itself and those that question it. Everly 6 Works Cited Asma, Stephen T. "The Myth of Universal Love." Focused Inquiry: Evolving Ideas. 2014-2015 ed. Plymouth: Hayden-McNeil Publishing, 2013. 12-15. Print. Sandel, Michael, narr. The lost art of the democratic debate. TEDTalk, 2010. Web. 10 Oct. 2014. Singer, Peter. "The Drowning Child and the Expanding Circle." Focused Inquiry: Evolving Ideas. 2014-2015 ed. Plymouth: Hayden-McNeil Publishing, 2013. 380-83. Print. ProCon.org. "22 Charts & Graphs on Video Games & Youth Violence." ProCon.org. 18 Feb. 2010. Web. 12 Oct. 2014.