PofoliaShared via Pofolia

Ethics and Information Technology· 2026Q1

Imagining evil: from violent imaginings to violent extremist video games

Joshua Kelsall

Short summary

Players can identify with violent actions in video games, undermining arguments for ludic amoralism and potentially leading to real-world harm.

AI-generated from the title and abstract; the full text is not read.

Key points

  • Players often imagine themselves performing actions within video games.
  • Identification with fictional acts can occur, especially when they satisfy real desires.
  • Strong identification with violent game actions invalidates arguments for ludic amoralism.
  • This occurs in both mainstream and violent extremist games.

AI-generated from the title and abstract; the full text is not read.

Abstract

Abstract In philosophical work on the ethics of video games, ludic amoralists argue that acts players perform in games are beyond moral scrutiny. This is chiefly supported by the following arguments: the fictional harm argument, the consequentialist rebuttal, and the moral exploration argument. The fictional harm argument supports ludic amoralism in principle: if all game actions are fictional, none can be immoral. The consequentialist rebuttal supports a defeasible default: if violent games do not reliably produce harmful outcomes, amoralism is the default position. The moral exploration argument provides an aesthetic reason for amoralism: play is beyond moral criticism insofar as the player engages with the game in an aesthetic, exploratory way. Drawing on Waltonian theories of fiction, I argue that players often imagine themselves as performing the fictional acts represented in games, ranging from heroic exploits to morally abhorrent deeds. When players do this, they can come to identify with, to varying degrees, their fictional exploits. Strong identification occurs when players interpret their fictional actions as satisfying real desires, such as the desire to harm others. Using examples from players of violent extremist games, as well as mainstream violent games, I show how such identification can arise in practice. Most importantly, I show that in cases of strong identification, all three justifications for ludic amoralism fail.

The authors' abstract, as published at the source. Ethics and Information Technology, 2026 · DOI ↗

TakeawaysPremium
Ask the paperFree account

Continue with a free account

Ask the paper: 3 free questions a day about this paper; save it, get its citation, new summaries every day for your field. Takeaways are Premium.

Continue free on the web

Sign in with Google or Apple; no card needed. You come back to this paper.

On your phone:

Field: Philosophy

PhilosophyArts and Humanities