Real wrongs in virtual communities

Ethics and Information Technology 5 (4):191-198 (2003)
  Copy   BIBTEX

Abstract

Beginning with the well-knowncyber-rape in LambdaMOO, I argue that it ispossible to have real moral wrongs in virtualcommunities. I then generalize the account toshow how it applies to interactions in gamingand discussion communities. My account issupported by a view of moral realism thatacknowledges entities like intentions andcausal properties of actions. Austin's speechact theory is used to show that real people canact in virtual communities in ways that bothestablish practices and moral expectations, andwarrant strong identifications betweenthemselves and their online identities. Rawls'conception of a social practice is used toanalyze the nature of the wrong and thestage-setting aspect of engaging in a practice

Links

PhilArchive



    Upload a copy of this work     Papers currently archived: 91,829

External links

Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

Analytics

Added to PP
2009-01-28

Downloads
116 (#153,640)

6 months
23 (#119,283)

Historical graph of downloads
How can I increase my downloads?

Author's Profile

Thomas M. Powers
University of Delaware

Citations of this work

My avatar, my self: Virtual harm and attachment.Jessica Wolfendale - 2007 - Ethics and Information Technology 9 (2):111-119.
Violent video games and morality: a meta-ethical approach.Garry Young - 2015 - Ethics and Information Technology 17 (4):311-321.
Virtual worlds and moral evaluation.Jeff Dunn - 2012 - Ethics and Information Technology 14 (4):255-265.

View all 16 citations / Add more citations

References found in this work

Ways of worldmaking.Nelson Goodman - 1978 - Hassocks [Eng.]: Harvester Press.
Two concepts of rules.John Rawls - 1955 - Philosophical Review 64 (1):3-32.
How is Society Possible?Georg Simmel - 1910 - American Journal of Sociology 16 (3):372-391.

Add more references