The Moral Status of Virtual Artefacts In Computer Games

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Abstract

In this paper I examine the question concerning the Moral Status of Virtual Artefacts in Computer Games: What is, if any, the moral status of virtual artefacts such as virtual swords (vswords), v-wands, v-buildings, avatars, v-apparel, v-cars, etc., in computer games? Following Floridi (2007), I argue initially and in agreement with Floridi that artefacts generally and in my case virtual artefacts (Varts) existing in computer games can be correctly conceived as informational objects. As such, such virtual artefacts can be correctly conceived as moral patients deserving of some prima facie minimal moral consideration in their own right and independently of the moral and legal rights-claims, if any, that the creators and/or owners of those Varts might have to them. In this paper I will be primarily concerned with the moral status of Varts as such and not with the question concerning the moral or legal rights that computergame players or other stake-holders may or may not have to Varts.
Original languageEnglish
Title of host publication4th Conference proceedings
EditorsJohn Richard Sageng
Place of PublicationOslo
PublisherUniversity of Oslo, Department of Philosophy
Pages1-7
Number of pages7
ISBN (Electronic)8291670579
Publication statusPublished - 2009
EventPhilosophy of Computer Games Conference - Oslo, Norway, Norway
Duration: 13 Aug 200915 Aug 2009

Conference

ConferencePhilosophy of Computer Games Conference
CountryNorway
Period13/08/0915/08/09

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  • Cite this

    Spence, E. (2009). The Moral Status of Virtual Artefacts In Computer Games. In J. R. Sageng (Ed.), 4th Conference proceedings (pp. 1-7). University of Oslo, Department of Philosophy.