خانه » مقالات » فصل بیست‌ونهم: وضع کردن عمل غیراخلاقی در فضای بازی؛ در چه شرایطی باید برای آن حدومرز بگذاریم و چرا باید این کار را انجام دهیم؟
فصل بیست‌ونهم: وضع کردن عمل غیراخلاقی در فضای بازی؛ در چه شرایطی باید برای آن حدومرز بگذاریم و چرا باید این کار را انجام دهیم؟
چهار شنبه, ۰۲ مهر ۱۴۰۴
زمان تقریبی مطالعه ۲۶ دقیقه

کتاب‌نامه

  1. Adachi, P. J. C., & Willoughby, T. (2011). The effect of video game competition and violence on aggressive behavior: Which characteristic has the greatest influence? Psychology of Violence, 1(4), 259–274.
  2. Ali, R. (2015). A new solution to the gamer’s dilemma. Ethics and Information Technology, 17(4), 267–274.
  3. Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27, 113–122.
  4. Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A.,… Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173.
  5. Bensley, L., & Van Eenwyk, J. (2001). Video games and real-life aggression: Review of the literature. Journal of Adolescent Health, 29, 244–257.
  6. Berlin, F. S., & Sawyer, D. (2012). Potential consequences of accessing child pornography over the internet and who is accessing it. Sexual Addiction & Compulsivity: The Journal of Treatment & Prevention, 19(1–2), 30–40.
  7. Bird, P. (2011). Virtual child pornography and the constraints imposed by the first amendment. Barry Law Review, 16(1), 161–176.
  8. Brey, P. (1999). The ethics of representation and action in virtual reality. Ethics and Information Technology, 1, 5–14.
  9. Brey, P. (2003). The social ontology of virtual environments. American Journal of Economics and Sociology, 62(1), 269–281.
  10. Bryant, P., & Linz, D. G. (2008). The effects of exposure to virtual child pornography on viewer cognition and attitudes toward deviant sexual behavior. Communication Research, 35(1), 3–38.
  11. Bushman, B. J., Gollwitzer, M., & Cruz, C. (2015). There is broad consensus: Media researchers agree that violent media increase aggression in children, and pediatricians and parents concur. Psychology of Popular Media Culture, 4(3), 200–214.
  12. Bushman, B. J., & Huesmann, L. R. (2014). Twenty-five years of research on violence in digital games and aggression revisited: A reply to Elson and Ferguson (2013). European Psychologist, 19(1), 47–55.
  13. Bushman, B. J., Rothstein, H. R., & Anderson, C. A. (2010). Much ado about something: Violent video game effects and a school of red herring: Reply to Ferguson and Kilburn (2010). Psychological Bulletin, 136(2), 182–187.
  14. Calvert, S. L., Appelbaum, M., Dodge, K.A., Graham, S., Nagayama Hall, G.C., Hamby, S… . Hedges, L. V. (2017). The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest. American Psychologist, 72(2), 126–143.
  15. Coeckelbergh, M. (2011). Virtue, empathy, and vulnerability: Evaluating violence in digital games. In K. Poels, & S. Malliet (Eds.), Vice city virtue: Moral issues in digital game play (pp. 89–105). Leuven: Acco Academic.
  16. Cunningham, S., Engelstätter, B., & Ward, M. R. (2016). Violent video games and violent
  17. Southern Economic Journal, 82(4), 1247–1265.
  18. DeCamp, W., & Ferguson, C. J. (2017). The impact of degree of exposure to violent video games, family background, and other factors on youth violence. Journal of Youth and Adolescence, 46, 388–400.
  19. Diamond, M., & Uchiyama, A. (1999). Pornography, rape and sex crimes in Japan. International Journal of Law and Psychiatry, 22(1), 1–22.
  20. Epstein, S. (1994). Integration of the cognitive and psychodynamic unconscious. American Psychologist, 49, 709–724.
  21. Ferguson, C. J. (2007a). Evidence for publication bias in video game violence effects literature: A meta-nalytic review. Aggression and Violent Behavior, 12, 470–482.
  22. Ferguson, C. J. (2007b). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric Quarterly, 78(4), 309–316.
  23. Ferguson, C. J. (2011). Video games and youth violence: A prospective analysis in adolescents. Journal of Youth and Adolescence, 40, 377–391.
  24. Ferguson, C. J. (2013). Violent video games and the supreme court: Lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association. American Psychologist, 68(2), 57–74.
  25. Ferguson, C. J., & Kilburn, J. (2010). Much ado about nothing: The misestimation and overinterpretation of violent video game effects in eastern and western nations: Comment on Anderson et al. (2010). Psychological Bulletin, 136(2), 174–178.
  26. Glock, S., & Kneer, J. (2009). Game over? The impact of knowledge about violent digital games on the activation of aggression-related concepts. Journal of Media Psychology, 21, 151–160.
  27. Goerger, M. (2017). Value, violence, and the ethics of gaming. Ethics and Information Technology, 19(2), 95–105.
  28. Greitemeyer, T., & Mügge, O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play. Personality and Social Psychology Bulletin, 40(5), 578–589.
  29. Greitemeyer, T., & Sagioglou, C. (2017). The longitudinal relationship between everyday sadism and the amount of violent video game play. Personality and Individual Differences, 104, 238–242.
  30. Griffiths, R. P., Eastin, M. S., & Cicchirillo, V. (2016). Competitive video game play: An investigation of identification and competition. Communication Research, 43(4), 468–486.
  31. Hartmann, T. (2011). Users’ experiential and rational processing of virtual violence. In K. Poels, & S. Malliet (Eds.), Vice city virtue: Moral issues in digital game play (pp. 135–150). Leuven: Acco Academic.
  32. Hartmann, T., Krakowiak, K. M., & Tsay-Vogel, M. (2014). How violent video games communicate violence: A literature review and content analysis of moral disengagement factors. Communication Monographs, 81(3), 310–332.
  33. Hartmann, T., Toz, E., & Brandon, M. (2010). Just a game? Unjustified virtual violence produces guilt in empathetic players. Media Psychology, 13(4), 339–363.
  34. Huesmann, L. R. (2010). Nailing the coffin shut on doubts that violent video games stimulate aggression: Comment on Anderson et al. (2010). Psychological Bulletin, 136(2), 179–181.
  35. Jansz, J. (2005). The emotional appeal of violent video games for adolescent males. Communication Theory, 15(3), 219–241.
  36. Juul, J. (2005). Half-real: Video games between real rules and fictional games. Cambridge, MA: MIT Press.
  37. Kingston, D. A., Fedoroff, P., Firestone, P., Curry, S., & Bradford, J. M. (2008). Pornography use and sexual aggression: The impact of frequency and type of pornography use on recidivism among sexual offenders. Aggressive Behavior, 34(4), 341–351.
  38. Klimmt, C., Schmid, H., Nosper, A., Hartmann, T., &. Vorderer, P. (2006). How players manage moral concerns to make video game violence enjoyable. Communications, 31, 309–328.
  39. Klimmt, C., Schmid, H., Nosper, A., Hartmann, T., & Vorderer, P. (2008). “Moral management”: Dealing with moral concerns to maintain enjoyment of violent video games. In Sudmann-Jahn, & R. Stockmann (Eds.), Computer games as a sociocultural phenomenon: Games without frontiers—wars without tears (pp. 108–118). Basingstoke: Palgrave.
  40. Konijn, E. A., & Hoorn, J. F. (2005). Some like it bad: Testing a model for perceiving and experiencing fictional characters. Media Psychology, 7(2), 107–144.
  41. Konijn, E. A., Walma van der Molen, J. H., & Hoorn J. F. (2011). Babies versus bogeys: In-game manipulation of empathy in violent video games. In K. Poels, & S. Malliet (Eds.), Vice city virtue: Moral issues in digital game play (pp. 151–176). Leuven: Acco Academic.
  42. Krahé, B. (2014). Restoring the spirit of fair play in the debate about violent video games: A comment on Elson and Ferguson (2013). European Psychologist, 19(1), 56–59.
  43. Ladas, M. (2003). Eine Befragung von 2141 Computerspielern Zuwirkung und Nutzung von Gewalt [A survey of 2,141 computer game players on effect and use of violence]. In F. Rötzer (Ed.), Virtuelle Welten‑Reale Gewalt [Virtual worlds—real violence] (pp. 26–35). Hannover: Hans Heise Verlag.
  44. Luck, M. (2009). The gamer’s dilemma: An analysis of the arguments for the moral distinction between virtual murder and virtual paedophilia. Ethics and Information Technology, 11(1), 31–36.
  45. Markey, P. M., Markey, C. N., & French, J. E. (2015). Violent video games and real-world violence: Rhetoric versus data. Psychology of Popular Media Culture, 4(4), 277–295.
  46. Masuchika, G. (2015). Japanese cartoons, virtual child pornography, academic libraries, and the law. Reference and User Services Quarterly, 54(4), 54–60.
  47. McAteer, J. (2016). How to be a moral taste theorist. Essays in Philosophy, 17(1), 5–21.
  48. McCormick, M. (2001). Is it wrong to play violent video games? Ethics and Information Technology, 3(4), 277–287.
  49. Mill, J. S. (2005). On liberty. New York: Cosimo. (Original work published 1859).
  50. Nichols, S. (2008). Sentimentalism naturalized. In W. Sinnott-Armstrong (Ed.), Moral psychology: The evolution of morality, Volume 2 (pp. 255–274). Cambridge, MA: MIT Press.
  51. Norris, C. (2009). Manga, anime and visual art culture. In Y. Sugimoto (Ed.), The Cambridge companion to modern Japanese culture (pp. 236–260). Cambridge: Cambridge University Press.
  52. Nys, T. (2010). Virtual ethics. Ethical Perspectives, 17(1), 79–93.
  53. Ortega-Brena, M. (2009). Peek-a-boo, I see you: Watching Japanese hard-core animation. Sexuality & Culture, 13, 17–31.
  54. Ostritsch, S. (2017). The amoralist challenge to gaming and the gamer’s moral obligation. Ethics and Information Technology, 19(2), 117–128.
  55. Pasquinelli, E. (2010). The illusion of reality: Cognitive aspects and ethical drawbacks. In Wankel, C. & Malleck, S. (Eds.), Emerging issues in virtual worlds (pp. 197–215). Charlotte,
  56. NC: Information Age.
  57. Patridge, S. (2011). The incorrigible social meaning of video game imagery. Ethics and Information Technology, 13(4), 303–312.
  58. Patridge, S. L. (2013). Pornography, ethics, and video games. Ethics and Information Technology, 15(1), 25–34.
  59. Powers, T. M. (2003). Real wrongs in virtual communities. Ethics in Information Technology, 5, 191–198.
  60. Prinz, J. J. (2007). The emotional construction of morals. Oxford: Oxford University Press. Ridge, M. (2006). Ecumenical expressivism: Finessing Frege. Ethics, 116(2), 302–336.
  61. Riegel, D. L. (2004). Effects on boy-attracted pedosexual males of viewing boy erotica. Archives of Sexual Behavior, 33(4), 321–323.
  62. Rubenking, B., & Lang, A. (2014). Captivated and grossed out: An examination of processing core and sociomoral disgusts in entertainment media. Journal of Communication, 64(3), 543–565.
  63. Sabin, R. (1993). Adult comics. London: Routledge.
  64. Schulzke, M. (2011). Reflective play and morality: Video games as thought experiments. In K. Poels, & S. Malliet (Eds.), Vice city virtue: Moral issues in digital game play (pp. 51–68). Leuven: Acco Academic.
  65. Sicart, M. (2009). The ethics of computer games. Cambridge, MA: MIT Press.
  66. Tavinor, G. (2008). Definition of videogames. Contemporary Aesthetics, 6, 1–17.
  67. Whitaker, J. L., Melzer, A., Steffgen, G. & Bushman, B. J. (2013). The allure of the forbidden: Breaking taboos, frustration, and attraction to violent video games. Psychological Science, 24(4), 507–513.
  68. Whitty, M. T., Young, G., & Goodings, L. (2011). What I won’t do in pixels: Examining the limits of taboo violation in MMORPGs. Computers in Human Behavior, 27(1), 268–275.
  69. Williams, K.S. (2004). Child pornography law: Does it protect children? Journal of Social Welfare and Family Law, 26(3), 245–261.
  70. Wilson, B. (1999). Becoming Japanese: Manga, children’s drawings, and the construction of national character. Visual Arts Research, 25(2, issue 50), 48–60.
  71. Young, G. (2013a). Enacting taboos as a means to an end; but what end? On the morality of motivations for child murder and paedophilia within gamespace. Ethics and Information Technology, 15(1), 13–23.
  72. Young, G. (2013b). Ethics in the virtual world: The morality and psychology of gaming. London: Routledge.
  73. Young, G. (2014). A meta-ethical approach to single-player gamespace: Introducing constructive ecumenical expressivism as a means of explaining why moral consensus is not forthcoming. Ethics and Information Technology, 16(2), 91–102.
  74. Young, G. (2015). Violent video games and morality: A meta-ethical approach. Ethics and Information Technology, 17(4), 311–321.
  75. Young, G. (2016). Resolving the gamer’s dilemma: Examining the moral and psychological differences between virtual murder and virtual paedophilia. London: Palgrave Pivot.
  76. Young, G. (2017a). Integrating poor taste into the ongoing debate on the morality of violent video games. The Computer Games Journal, 6 (4), 227–237. doi: 10.1007/s40869-017-0044-5.
  77. Young, G. (2017b). Objections to Ostritsch’s argument in “The amoralist challenge to gaming and the gamer’s moral obligation.” Ethics and Information Technology, 19(3), 209–219.
  78. Young, G. & Whitty, M. T. (2010). Games without frontiers: On the moral and psychological implications of violating taboos within multi-player virtual spaces. Computers in Human Behavior, 26(6), 1228–1236.
  79. Young, G. & Whitty, M. T. (2011). Should gamespace be a taboo-free zone? Moral and psychological implications for single-player video games. Theory and Psychology, 21(6), 802–820.
  80. Young, G. & Whitty, M. T. (2012). Transcending taboos: A moral and psychological examination of cyberspace. London: Routledge.

[1]. enact

سایر مقالات