Papers by Thomas Montefiore

Ethics and Information Technology, Jan 11, 2024
Debate over the normativity of virtual phenomena is now widespread in the philosophical literatur... more Debate over the normativity of virtual phenomena is now widespread in the philosophical literature, taking place in roughly two distinct but related camps. The first considers the relevant problems to be within the scope of applied ethics, where the general methodological program is to square the intuitive (im)permissibility of virtual wrongdoings with moral accounts that justify their (im)permissibility. The second camp approaches the normativity of virtual wrongdoings as a metaphysical debate. This is done by disambiguating the 'virtual' character of 'virtual wrongdoings'. Doing so is supposed to provide illuminating ontological distinctions that inform ethical aspects of the debate. We argue that each approach faces its own set of issues, and as a result, motivates consideration of an alternative. The alternative we suggest turns inquiry concerning the normativity of virtual wrongdoings into a distinctively conceptual question. Rather than asking whether some action is right or wrong, or whether some virtual phenomenon counts as a particular action at all, we argue that research into the normativity of virtual wrongdoings may be guided by reflecting on whether a concept that originated and developed within a non-virtual context should be exported into a foreign virtual domain. We consider this approach and several objections.
Extending the Gamer’s Dilemma: empirically investigating the paradox of fictionally going too far across media
Philosophical psychology, May 19, 2024
Can E-Sport Gamers Permissibly Engage with Off-Limits Virtual Wrongdoings?
Philosophy & Technology

An empirical investigation of the Gamer’s Dilemma: a mixed methods study of whether the dilemma exists
Behaviour & Information Technology
The Gamer’s Dilemma challenges us to justify the moral difference between enacting virtual murder... more The Gamer’s Dilemma challenges us to justify the moral difference between enacting virtual murder and virtual child molestation in video games. The Dilemma relies for its argumentative force on the claim that there is an intuitive moral difference between these acts, with the former intuited as morally acceptable and the latter as morally unacceptable. However, to date, there has been no empirical investigation of the claim that people really do have these moral intuitions. Our study aims to fill this gap. To explore these issues, we developed an experimental survey study in which participants were asked to reflect on imaginary video game scenarios as part of a 2 (undertake virtual murder or molestation) X 2 (against an adult or child) X 2 (in a high or low realism virtual environment) factorial design. We found that there was a significant difference between people’s views about virtual murder and virtual molestation. Whether the virtual act was performed against an adult or child was non-significant in most conditions, whereas whether it was performed in a high or low realism virtual environment was significant in most conditions. Gender did not impact these results, whereas perceived gaming experience, hours of video game play per week, and integrity did. These results help us to better understand the intuitions underlying the Gamer’s Dilemma and the factors that impact them, as well as provide an empirical grounding for future discussions of the Dilemma and the ethics of virtual actions more broadly.

Ethics and Information Technology
Intuitively, many people seem to hold that engaging in acts of virtual murder in videogames is mo... more Intuitively, many people seem to hold that engaging in acts of virtual murder in videogames is morally permissible, whereas engaging in acts of virtual child molestation is morally impermissible. The Gamer’s Dilemma (Luck in Ethics Inf Technol 11:31–36, 2009) challenges these intuitions by arguing that it is unclear whether there is a morally relevant difference between these two types of virtual actions. There are two main responses in the literature to this dilemma. First, attempts to resolve the dilemma by defending an account of the relevant moral differences between virtual murder and virtual child molestation. Second, attempts to dissolve the dilemma by undermining the intuitions that ground it. In this paper, we argue that a narrow version of the Gamer’s Dilemma seems to survive attempts to resolve or dissolve it away entirely, since neither approach seems to be able to solve the dilemma for all cases. We thus provide a contextually sensitive version of the dilemma that more ...

Philosophy & Technology
The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference ... more The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference people seem to see between the moral permissibility of enacting virtual murder and the moral impermissibility of enacting virtual child molestation in video games (Luck Ethics and Information Technology, 1:31, 2009). Recently, Luck in Philosophia, 50:1287–1308, 2022 has argued that the Gamer’s Dilemma is actually an instance of a more general “paradox”, which he calls the “paradox of treating wrongdoing lightly”, and he proposes a graveness resolution to this paradox. In response, we argue for four key claims. First, we accept Luck’s expansion of the Gamer’s Dilemma to be applicable to a wider set of media, but give a novel recasting of this in terms of the Paradox of Fictionally Going Too Far. Second, we develop a novel criticism of Luck in Philosophia, 50:1287–1308, 2022 graveness resolution to this broader paradox. Third, we argue that the Paradox of Fictionally Going Too Far helps to...

Philosophy & Technology, 2023
The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference ... more The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference people seem to see between the moral permissibility of enacting virtual murder and the moral impermissibility of enacting virtual child molestation in video games (Luck Ethics and Information Technology, 1:31, 2009). Recently, Luck in Philosophia, 50:1287–1308, 2022 has argued that the Gamer’s Dilemma is actually an instance of a more general “paradox”, which he calls the “paradox of treating wrongdoing lightly”, and he proposes a graveness resolution to this paradox. In response, we argue for four key claims. First, we accept Luck’s expansion of the Gamer’s Dilemma to be applicable to a wider set of media, but give a novel recasting of this in terms of the Paradox of Fictionally Going Too Far. Second, we develop a novel criticism of Luck in Philosophia, 50:1287–1308, 2022 graveness resolution to this broader paradox. Third, we argue that the Paradox of Fictionally Going Too Far helps to expose an implicit moralism in the Gamer’s Dilemma literature when compared to relevant nearby literatures about other forms of media. Fourth, we consider a range of non-moral, cultural and media conventions that plausibly help to dissolve the intuitive moral gap between non-sexual and sexual violence that is central to this paradox.

Ethics and Information Technology, 2022
Intuitively, many people seem to hold that engaging in acts of virtual murder in videogames is mo... more Intuitively, many people seem to hold that engaging in acts of virtual murder in videogames is morally permissible, whereas engaging in acts of virtual child molestation is morally impermissible. The Gamer’s Dilemma (Luck, 2009) challenges these intuitions by arguing that it is unclear whether there is a morally relevant difference between the two types of virtual actions. There are two main responses in the literature to this dilemma. First, attempts to resolve the dilemma by defending an account of the relevant moral difference between virtual murder and virtual child molestation. Second, attempts to dissolve the dilemma by undermining the intuitions that ground it. In this paper, we argue for some degree of both resolving and dissolving the dilemma. This leaves behind, we argue, a narrow version of the Gamer’s Dilemma, since neither approach solves the dilemma for all cases. The argumentative upshot of our paper is that it provides a more contextually sensitive dilemma that accurately tracks onto the intuitions of gamers. This also allows us to reframe alternative approaches that involve other, non-moral, explanations for the intuitive conflict that remains in the narrow dilemma and helps us to set out areas for future empirical work in this area.

Behaviour & Information Technology, 2023
The Gamer’s Dilemma challenges us to justify the moral difference between enacting virtual murder... more The Gamer’s Dilemma challenges us to justify the moral difference between enacting virtual murder and virtual child molestation in video games. The Dilemma relies for its argumentative force on the claim that there is an intuitive moral difference between these acts, with the former intuited as morally acceptable and the latter as morally unacceptable. However, to date, there has been no empirical investigation of the claim that people really do have these moral intuitions. Our study aims to fill this gap. To explore these issues, we developed an experimental survey study in which participants were asked to reflect on imaginary video game scenarios as part of a 2 (undertake virtual murder or molestation) X 2 (against an adult or child) X 2 (in a high or low realism virtual environment) factorial design. We found that there was a significant difference between people’s views about virtual murder and virtual molestation. Whether the virtual act was performed against an adult or child was non-significant in most conditions, whereas whether it was performed in a high or low realism virtual environment was significant in most conditions. Gender did not impact these results, whereas perceived gaming experience, hours of video game play per week, and integrity did. These results help us to better understand the intuitions underlying the Gamer’s Dilemma and the factors that impact them, as well as provide an empirical grounding for future discussions of the Dilemma and the ethics of virtual actions more broadly.

Ethics and Information Technology (Forthcoming), 2024
Debate over the normativity of virtual phenomena is now widespread in the philosophical literatur... more Debate over the normativity of virtual phenomena is now widespread in the philosophical literature, taking place in roughly two distinct but related camps. The first considers the relevant problems to be within the scope of applied ethics, where the general methodological program is to square the intuitive (im)permissibility of virtual wrongdoings with moral accounts that justify their (im)permissibility. The second camp approaches the normativity of virtual wrongdoings as a metaphysical debate. This is done by disambiguating the ‘virtual’ character of ‘virtual wrongdoings’. Doing so is supposed to provide illuminating ontological distinctions that inform ethical aspects of the debate. We argue that each approach faces its own set of issues, and as a result, motivates consideration of an alternative. The alternative we suggest turns inquiry concerning the normativity of virtual wrongdoings into a distinctively conceptual question. Rather than asking whether some action is right or wrong, or whether some virtual phenomenon counts as a particular action at all, we argue that research into the normativity of virtual wrongdoings may be guided by reflecting on whether a concept that originated and developed within a non-virtual context should be exported into a foreign virtual domain. We consider this approach and several objections.
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Papers by Thomas Montefiore