- Copyright Page
- List of Contributors
- Volume Introduction
- Cyberpsychology Research Methods
- The Online Self
- Impression Management and Self-Presentation Online
- Personality and Internet Use: The Case of Introversion and Extroversion
- Adolescent and Emerging Adult Perception and Participation in Problematic and Risky Online Behavior
- The Myth of the Digital Native and What It Means for Higher Education
- Technology Interference in Couple and Family Relationships
- Older Adults and Digital Technologies
- Textese: Language in the Online World
- Cultural Considerations on Online Interactions
- Online Romantic Relationships
- The Social Consequences of Online Interaction
- Online Support Communities
- Digital Inclusion for People with an Intellectual Disability
- The Psychology of Online Lurking
- Conceptualizing Online Groups as Multidimensional Networks
- Uses and Gratifications of Social Media: Who Uses It and Why?
- Image Sharing on Social Networking Sites: Who, What, Why, and So What?
- Social Media and Cyberactivism
- Socially Connecting Through Blogs and Vlogs: A Social Connections Approach to Blogging and Vlogging Motivation
- Positive Aspects of Social Media
- Managing Your Health Online: Issues in the Selection, Curation, and Sharing of Digital Health Information
- A Psychological Overview of Gaming Disorder
- Mourning and Memorialization on Social Media
- The Therapeutic and Health Benefits of Playing Video Games
- Video Games and Behavior Change
- Game Transfer Phenomena: Origin, Development, and Contributions to the Video Game Research Field
- Psychosocial Effects of Gaming
- Enacting Immorality Within Gamespace: Where Should We Draw the Line, and Why?
- Gaming Classifications and Player Demographics
- The Rise of Cybercrime
- Policing Cybercrime through Law Enforcement and Industry Mechanisms
- Cybercrime and You: How Criminals Attack and the Human Factors That They Seek to Exploit
- The Group Element of Cybercrime: Types, Dynamics, and Criminal Operations
Abstract and Keywords
This chapter considers three arguments for the selective prohibition of representations of violent or otherwise taboo actions within video games (known as symbolic taboo activities). These arguments are based on harm, meaningful expression, and player motivation, respectively. It shows how each argument is problematic. It introduces constructive ecumenical expressivism, which seeks to explain how objectified moral norms are constructed and therefore what is involved in demarcating one type of enactment immoral and another not. Such a normative position is concerned more with how, within a given society, selective prohibition is established, and therefore how that society determines where the line ought to be drawn regarding symbolic taboo activities, than it is with the application of some form of moral absolutism to virtual enactments.
Garry Young, Senior Lecturer in Philosophy, Historical and Philosophical Studies, University of Melbourne, Australia
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