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Monday, August 26, 2019

Explain the different arguments suggesting violent computer games are Essay

Different Arguments Suggesting Violent Computer Games are Morally Wrong - Essay Example Sicart ( 2009, p.35) reveals that the gaming world can itself modify the gameplay, dictating behaviours in various aspects. For instance in the game Burnout 3, the virtual world requires and encourages the player to crash into other nearby vehicles and structures such as bridges and tunnels in order to bag more scoring point and this endeavour enhances the game aggressiveness simultaneously. Likewise, Sicart ( 2009, p. 193) further reveals that in the game Grand Theft Auto: Vice City, the player has to engage in sex, and then he is made to kill the computer character in order to snatch the money back. Such games inculcate unethical values in an individual, who is in need to develop values of good to become a virtuous and devoted person which is quite contrary to what these games teach the youth and furthermore, virtual environment rewards points for unethical acts (Sicart 2009, p.193). Floridi ( 2010, p.69) further reinforces the viewpoint that the ultra-violent games such as Grand T heft Auto, Zog’s Nightmare and Manhunt encourage the players to experience manslaughter, run extermination camps, murder for snuff movies and to drive over people in order to gain extra game points. This is causing parents moral concerns with respect to the learning development of their children. To add on, Stevens and Saldamarco (2008, p. 5) state that the game Defcon is designed to encourage a hostile approach amongst the players. The game’s main objective is to trigger nuclear wars and annihilations rewarding the player who lose the least. However, the most repugnant aspect of these computer games especially in god games, surfaces when certain very fundamental religious beliefs are questioned and exploited in designing a gameplay. For instance, Cogburn and Silcox (2009, p.77) depicts that in the game Left Behind it is explained that the adherence and devotion to Christianity is a matter of one’ s personal choice but on the contrary when the player ‘conv erts’ or recruits neutral citizens into his/ her ‘force’, they are required to adhere to his/her each and every command without any question. Moreover, the writers reveal that the ‘converts’ have to wear a purple coloured uniform and they are referred to as ‘units’ than ‘people’, which seems pretty odd since they were supposed to be free will agents who have achieved salvation by adopting Christianity. Another aspect of computer that needs to be shed light onto is the ‘Game Ego’; it is not a kind of a physical manifestation, but an entity that can exert force ( Pivec 2006, p.51). The writer further states that the Game Ego is connected to the player through a motor or kinesthetic link, which removes the barrier between the inside and the outside and the gamer is in oblivious of the fact that he is sinking deeper and more deeper into the realms of the game. If the Game Ego stops responding to the strategy of the game player, the player experiences loss of self control and the feeling of helplessness prevail ( Pivec 2006, p.52).

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