Cited by 437Digital Games and MediaPhilosophical Ethics and TheoryEthics and Social Impacts of AI

The DOI matches its Crossref record, with a small difference in title or year.

The Ethics of Computer Games

Sicart, Miguel·2009·The Ethics of Computer Games

Abstract

This chapter develops a comprehensive ethical framework that can be used to understand, analyze, and perhaps even predict the ethical issues computer games pose, as well as the possible solutions that developers, players, and theorists can apply. The framework applies two different and consolidated ethical frameworks—information ethics and virtue ethics—to the findings of Chapter 2 and 3. The central questions are: how do we play these ethical systems, and how do we tackle the ethical issues they raise? The chapter concludes with a general theory for the understanding of computer game ethics.

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Crossref · 10.7551/mitpress/9780262012652.003.0004

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Metadata

Authors
Sicart, M.
Affiliations
Massachusetts Institute of Technology (US)
Corresponding author
Sicart, Miguel
Venue
The Ethics of Computer Games
Publisher
The MIT Press
Published
2009-04-24
Pages
107-150
OpenAlex
W169766694
Cited by
437
References
0
Citations by year
2026: 21 · 2025: 15 · 2024: 40 · 2023: 25 · 2022: 25 · 2021: 26 · 2020: 26 · 2019: 42 · 2018: 30 · 2017: 22 · 2016: 23 · 2015: 26 · 2014: 25 · 2013: 24 · 2012: 23
FWCI
26.73
Type
book
Language
en
Open access
closed
Locations
The MIT Press eBooks (publishedVersion)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Arts and Humanities › Philosophy › Philosophical Ethics and Theory
  • Physical Sciences › Computer Science › Artificial Intelligence › Ethics and Social Impacts of AI
Keywords
video games, information ethics, virtue ethics, ethical frameworks, game developers, gamers

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