Académique Documents
Professionnel Documents
Culture Documents
Much of the extant philosophical and psychological literature on videogames makes reference to
what gamers do when they play videogames. Its often said that gamers are engaging in virtual
actions when they play videogames, e.g. that I am virtually killing monsters when I play Dark
Souls III. Much attention has been paid to the concept of virtual actions in the ethical literature
on videogame play.1 I contend that the actions being virtual in nature is not morally relevant;
what is morally relevant is that the actions are fictional. I will examine a recent account of virtual
actions offered by Rami Ali (2015) before arguing that his view fails to individuate virtual acts
from one another. Then I will offer a Waltonian account of what players do when they play
world and I make things fictionally true of its Waltonian game world. My interactions with the
videogame may be virtual, but more importantly, they are fictional, and our moral concern
A brief note on terminology: I will reserve Waltons technical terms, work world and game
world, for his precise meanings. Ali does not address Waltons theory, but often uses the phrase
fictional world to refer to what is true within the fiction of a videogame; this roughly
corresponds to Waltons use of work world, but the phrase fictional world should not be
Ali offers a potential solution to what Morgan Luck (2009) calls the gamers dilemma. A
1 Virtual actions are examined throughout Ali 2015, Bartel 2015, Garry 2016, Geert 2007, Nys 2010,
Patridge 2010, and Young 2013, for instance.
morally permissible because no actual person is harmed. But if virtual murder is permissible
because no one is harmed by the virtual act, then consistency demands that virtual pedophilia is
permissible on these same grounds, yet many find virtual pedophilia intuitively wrong. So,
gamers are in a dilemma: they must either reject the permissibility of virtual murder and virtual
pedophilia, or embrace the permissibility of both (Luck 31). In the course of formulating his
solution, Ali offers a view on the constitution of virtual actions. I will focus on this aspect of his
argument.
Ali holds that the identity of both actual and virtual actions depends on the context the action
is performed in: to take Alis example, whether an actual persons action is one of murder or one
of self-defense depends on the persons situation, e.g. whether someone else is attacking them.
Unlike actual actions, however, the identity of a virtual action is sensitive to two contexts: an in-
game context, i.e. the context of the game character in its virtual world, and the gamers
context, which specifies the players intentions and motivations when performing in-game
One might think that virtual actions are individuated solely by their in-game context, that is,
by their significance in relation to the virtual characters situation. In L.A. Noire, players control
detective Cole Phelps as he investigates crime in 1947 Los Angeles. In the course of gameplay
which is mostly nonviolentPhelps might be assaulted by a criminal before returning fire and
killing them. In this fictional context, Phelps has committed self-defense. The protagonists of
Grand Theft Auto V, however, often commit violent crimes themselves, and the situations in
which they rob, kill, and even torture others rarely absolve the characters of guilt. They can steal
cars, run over pedestrians, and commit mass shootings in urban environments. In this fictional
context, the characters are clearly committing murder and other wrongdoings. Are players of
L.A. Noire committing virtual self-defense? Do gamers commit virtual murder when they play
On Alis view, it depends. He notes that players can engage with a videogames fictional
world with or without knowing their [actions] in-game significance, and with or without regard
for that significance (269). If Im following the narrative of L.A. Noire, I will understand the
significance of what Im making Cole Phelps do: I am solving crimes and occasionally killing
people in self-defense. Now take Alis example of a gamer that frequently fantasizes about
murdering others. The gamer notices that he bears a striking resemblance to Nathan Drake, the
Uncharted, but he mutes its dialogue, skips story sequences and cutscenes that provide plot
exposition. He uses the videogame to enact his murder fantasies by proxy: through the avatar of
Nathan Drake. In the fiction of Uncharted, Drake very often defends himself from mercenaries
and villains by shooting and killing them. Ali claims that when this man plays Uncharted, it
murdering, but the way he commits this act is through Drakes act of self-defense (269). On this
view, the gamers context affects the nature of his virtual actions. It transforms them into acts of
virtual murder, rather than acts of virtual self-defense. Ali warns against putting too much
If virtual acts depend wholly on the gamers context, then any in-game act will turn out [to
be] impermissible or permissible depending on the gamers intention in the performance. The
morality of virtual acts will turn on whether the gamer engages with these acts in a morally
perverse manner or not, and not on the type of act performed (whether virtual murder or
virtual pedophilia). In this sense, depending wholly on the gamers context trivializes the
dilemma. (Ali 269270)
Ali offers what he calls the appropriate engagement view of virtual acts, according to
which the gamers appropriate engagement with the in-game context is what individuates
virtual acts (270). What counts as an appropriate engagement with an in-game context? Ali says
that this depends on what sort of videogame the virtual acts occur in. Ali offers three categories
Ali describes sporting videogames as those in which players are challenged to meet some
criteria that constitutes winning, e.g. a high score, or points against the other team, for example
Pong and multiplayer first-person shooters like Call of Duty (270). We might say that sporting
videogames are basically Suitsian games; in short, activities in which players voluntarily attempt
In storytelling videogames, a story is told over the course of gameplay (Ali 270). Ali calls
Uncharted a storytelling videogame, and its reasonable to say that L.A. Noire counts as one too.
Gameplay advances the videogames narrative and gamers can even have a say in how the story
advances, as in the case of Until Dawn and Star Wars: Knights of the Old Republic.
Simulation videogames, Ali says, are difficult to characterize. Rather than inviting gamers to
compete or to experience or interact with a story, simulation games allow players to focus on
enjoying or exercising a virtual freedom in a given domain. In providing the player with the
freedom to perform certain acts, or partake in specific events in a virtual world, such games
simulate our natural freedom, and in this sense are simulations (Ali 270). Ali notes that
Grand Theft Auto V is an excellent example, since it presents gamers with the option to race cars
and engage in virtual sports like bowling and tennis, or to participate in its narrative, or to ignore
the plot and take up their own ends in the videogames world (271).
2 Much more can be said about Suitsian games in relation to videogames. (I guess I should refer to
Rough and maybe some other articles here, in case readers are interested.)
Again, Ali holds that [virtual] acts are individuated by the gamers appropriate engagement
with the in-game context (270). So, when is a player appropriately engaging with a videogames
in-game context? Ali does not explicitly say. He seems to hold the view that appropriate
engagement occurs when the players intentions align with how the videogames designers
intended for players to engage with it: In producing a game, game designers construct a virtual
world and a means of interacting with it with the intention of engaging the gamer in a particular
way. It is in these ways of engaging gamers that we see what constitutes appropriate engagement
with a given game (Ali 270). On his view, when I play a storytelling videogame in order to
Alis account is interesting, but it doesnt work. First, his explanation of the Uncharted-
playing murder fantasist does not fit within the appropriate engagement account. As Ali notes,
Uncharted is a storytelling videogamea rather cinematic one at that. When the murder fantasist
turns down the volume, skips over the story sequences, and only plays the videogame to enjoy
virtually killing the plentiful henchmen in Uncharted, he is not appropriately engaging with it.
Yet Ali explicitly states that his act is plausibly one of virtual murder. What he is doing is
virtually murdering, but the way he commits this act is through Drakes act of self-defense
(269). This names two acts, and not one virtual act. Further, if the appropriate engagement view
only tells us that virtual acts are individuated by gamers appropriate engagement with
videogames in-game contexts, then it cant justify the statement that the murder fantasist is
committing virtual murder. In fact, it cant individuate any instances in which gamers act in ways
that are out of line with what videogame designers intend, because these will always fail to count
as inappropriate engagements and therefore fall outside the accounts purview. But surely these
applied to both in-game and gamer contexts, as these are now congruent. In short, it removes the
ambiguity surrounding who or what is the object of our moral concern where these two are
potentially different (95). But we should also focus our moral concern on cases in which
videogame designers intentions and gamers intentions are incongruent. Ali and Young are
primarily attempting to resolve the gamers dilemma, so only considering virtual acts of this
narrow kind may be a useful stipulation, but this doesnt secure a robust theory of virtual action.
Most salient to my thesis is that Ali too quickly dismisses the plausibility of foregrounding
the gamers motivations for what they virtually do. The possibility under consideration is that
gamers intentions might determine what kind of virtual act they are performing when they play
videogames; that this would entail the triviality of the gamers dilemma is simply not a reason to
reject this hypothesis. Perhaps virtual acts are simply the sort of thing that is determined by the
agents motivations. Of course, his motivation does not bear on whether the appropriate
engagement view is sound; I simply want to note that this seems to me a plausible way to
On Kendall Waltons view, engagement with a work of fiction involves two related fictional
worlds: the fictions work world, i.e. what is true of the work itself, and its game world, i.e. the
fictional world created by my engagement with the work (Walton 1990: 589).
When I watch Donnie Darko, I imagine that school bullies attack Darko on Halloween night
in 1988, though I know there is no such person as Darko or his assailants. It is true of the films
work world that Darko is attacked that night. Further, when I become fearful that the bullies will
stab Darko, it becomes true of my game world that I am concerned for Darko. I do not literally
fear for Darkos safety, rather, it is only as if I were fearful for him. The representations on
display before me serve as props for the imaginative game that I play with the movie in watching
it (Walton 1990: 60). Further, that I fear for Darkos life is only fictionally true of my Donnie
Darko game world; it is not true of your game world that I am concerned for Darko. As with any
other representational work, Donnie Darko has many game worlds, one for each appreciators
Consider childrens games of make-believe. Children do not peer into worlds apart, nor
do they merely engage in a clinical intellectual exercise, entertaining thoughts about cops
and robbers, or whatever. The children are in the thick of things; they participate in the
worlds of their games. We appreciators [of works of fiction] also participate in games of
make-believe, using works as props. Participation involves imagining about ourselves as
well as about the characters and situations of the fictionbut not just imaging that such
and such is true of ourselves. We imagine doing things, experiencing things, feeling in
certain ways. We bring much of our actual selves, our real-life beliefs and attitudes and
personalities, to our imaginative experiences, and we stand to learn about ourselves in the
process. (Walton 1997: 38)
In this regard, videogames are just like any other kind of representational work. When I play
Uncharted, I imagine that Nathan Drake is climbing buildings, finding treasures, and shooting
henchmen because the work before me, a display of Uncharted, represents these events
occurring. The representations on display serve as props for the game of make-believe that I play
Robson and Meskin (2016) argue that videogames are self-involving interactive fictions
(SIIFs), fictions that, in virtue of their interactive nature, are about those who consume them
(165). Pointing out common linguistic practices among gamers, e.g. using first-person claims to
describe their gameplay (That monster killed me!), Robson and Meskin claim that players are
almost invariably characters in the fictional worlds associated with video games (167)in
Videogames are interactive in the sense that they prescribe that the actions of [their] users
help generate [their] displays (Lopes qtd. in Robson and Meskin 167). That is, when I play
Uncharted, I am experiencing one display of that videogame, a display that I help generate by
(perhaps among other things) interacting with the videogame software via my gamepad. Robson
and Meskin mean that, in the course of playing Dark Souls II, I made it fictionally true about me
that I fought King Vendrick by directing my avatar to fight King Vendrick (168). Additionally,
this is true about me in the Waltonian work world of my playing Dark Souls II, and not merely in
Authorized vs. unauthorized game worlds captures what Ali means and places it in a squarely
BIBLIOGRAPHY
Ali, Rami. A New Solution to the Gamers Dilemma. Ethics and Information Technology 17
(2015): 267274.
Bartel, Christopher. Free Will and Moral Responsibility in Video Games. Ethics and
Gooskens, Geert. The Ethical Status of Virtual Actions. Ethical Perspectives 17.1 (2010): 59
78.
Luck, Morgan. The Gamers Dilemma: An Analysis of the Arguments for the Moral Distinction
between Virtual Murder and Virtual Paedophilia. Ethics and Information Technology 4.4
(2009): 3136.
Patridge, Stephanie. The Incorrigible Social Meaning of Video Game Imagery. Ethics and
Robson, Jon, and Aaron Meskin. Video Games as Self-Involving Interactive Fictions. The
Waddington, David I. Locating the Wrongness of Ultra-Violent Video Games. Ethics and
. Spelunking, Simulation, and Slime: On Being Moved by Fiction. Emotion and the Arts,
ed. Mette Hjort and Sue Laver. New York: Oxford University Press (1997): 3749.
Young, Garry. Resolving the Gamers Dilemma: Examining the Moral and Psychological
Macmillan (2016).
NOTES
Patridge
They say SIIFs are philosophically interesting, not videogames per se.
They present two arguments for their view, though they dont call them this: First, from linguistic
The Argument from Linguistic Practices: We say I hurled a fireball and You hurled a
fireball. Robson and Meskin say that we at least minimally imagine ourselves doing this.
But take how we say that we land on a property in Monopoly, or how we took three attempts
(minimum) to beat a Dark Souls boss. This isnt imaginative it references the ludic context of
the videogame, clearly distancing the player from it. And see how easily we can translate first-
person language into ludic language: My character hurled a fireball, your character hurled a
fireball, etc. So the Argument from Linguistic Practices isnt terribly persuasive. Alternative:
Sometimes we use self-involving language because its convenient, because its aesthetically
pleasing to do so, or whatever. Perhaps the SIIF view could be bolstered by empirical review of
Note: The SIIF view collapses the distinction between playing and roleplaying.
The Argument from Moral Criticisms: SIIF theory is to help make sense of instances of
widespread moral criticism of videogame activities. But this is only true in certain cases, usually
high-profile ones. The fact that we are playing a game helps distance gamers from their
opprobrious actions. Perhaps a limited SIIF view could help these issues.
Bartel
Sometimes we get really involved in our videogame play, like when you spend hours creating an
avatar in Skyrim or GTA: Online. Robson and Meskin dont show how complicated the first-
person language is. Their arguments against the translation view works, but Patridges note about
imagine what things are like for those cahracters. But thats garden-variety sympathy, not
self-involvement.
Patridge: Clearly we make fictional truths about us in videogames. But according to Robson and
Meskin, the mechanism is a type of imaginative activity. Patridge is unsure about that! Linguistic
To see this clearly, examine a different kind of imaginative activity: reading a novel. Suppose
that Im a murder fantasist, but I cant fantasize about murder very well on my own. Instead, I
pick up novels, treat each sentence as if it read And then, I stabbed the next person, and play
out my murder fantasies via the novels. 3 If we emphasize the readers context, as it were, wed
make the mistaken conclusion that in my reading of the novel, Im imaginatively murdering
people.
Discussions of the ethics of videogames will greatly benefit from a robust theory of virtual
actions.
Alis account of virtual action distinguishes between what characters do within a fictional
context and what gamers intend by making characters act within those fictional contexts.