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Essay

Virtual Morality

As videogames create better, more immersive models of reality: are we free to do anything we want in a virtual world, or are some things inherently wrong?

Virtual Morality

Technology is dragging morality into some deep and murky philosophical waters, forcing us to reexamine our understanding of it as many of us choose to become actors in virtual worlds. By putting choice and consequence in closed virtual worlds where we can kill without harming others or facing punishment ourselves, we are forced to reconsider the case for moral behavior. New videogames such as Grand Theft Auto IV and online communities such as Second Life, invite an increasingly large percentage of society to participate in fantasy worlds where we are invited to experience life without rules – to be the bad guy or the sexual deviant. The implicit suggestion of these products is that, like gravity, morality does not necessarily exist in a virtual world. Morality and consequence can be switched off. Anything goes. It’s an attractive proposition, one that undoubtedly contributed to the record breaking sales of Grand Theft Auto IV, which took in over $500 million in its first week. Morally questionable behavior provided by the game now includes lap dances, sex with prostitutes, killing prostitutes, killing cops, and of course, stealing autos.

Although Grand Theft Auto IV allows you to kill anything that walks, you cannot (yet) sex anything that walks. Sex in the game is restricted to prostitutes who willingly engage. This design choice has allowed the game maker, Rockstar Games, to negate some particularly unsettling in-game situations such as virtual rape or virtual pedophilia. Though I believe there would be a public outcry if such morally repellent things were included in the game, explaining exactly why virtual sex and murder are acceptable – while virtual rape is not – is a difficult argument.

The issue typically discussed around violent games such as Grand Theft Auto is that the violence or sexual behavior of the virtual worlds will surface in the real world – that violent games will eventually create violent people who do horrific things (videogames were repeatedly blamed following both Columbine and Virginia Tech. massacres, for instance). But there is another concern that has gone largely unaddressed that will become increasingly perplexing as videogames create better, more immersive models of reality: am I free to do anything I want in a virtual world, or are some things inherently wrong?

The Matrix Revolutions hints at the complicated relationship between morality and virtual reality through a subplot involving a husband, The Merovingian, and his wife, Persephone. Set in a future age where simulations of people – programs – are largely indistinguishable from real people, the Merovingian has a sexual tryst with a stunning blonde-haired program. Persephone takes revenge on her husband for his sexual dalliances by betraying him to the story’s protagonists. In the scene of his betrayal, The Merovingian confronts Persephone, demanding to know the cause of her disloyalty. Persephone suggests her cause was her husband’s own sexual disloyalty. Unable to refute her claim, the Merovingian points out that he has not been with a woman, he has been with a computer program. “It’s just a game,” he says. The essence of his argument is that morality is meant for governing how people interact with people, not how people interact with machines. Persephone offers no counterargument, and none is required. Regardless of any philosophical arguments, she feels offended by her husband’s infidelity. This is one example, albeit a fictional one, which dispels the notion that virtual behavior has no real-world consequences.

Liberty City, the virtual world of Grand Theft Auto IV, is a much simpler virtual reality than that of The Matrix, but the essential questions of the role of morality within it still apply. The Merovingian’s argument for sexual infidelity – it’s just a game – is presumably the same argument used to justify Grand Theft Autos IV’s virtual lap dances and killings. To be sure, the killing of a fictional character in a videogame cannot be judged on the same moral grounds as the killing of a person in the real world, but The Matrix suggests that morality and consequence cannot simply be ignored in virtual worlds.

The 2002 film Minority Report, based on Phillip K. Dick’s short fiction, also projects a future in which there is a convergence of sexuality and technology. Minority Report imagines brothels of the future where people purchase sexual fantasies made possible via technology. The film doesn’t explore the moral implications of such technological innovation, but rather provides a picture of how technology can complicate our ideas about sex and what constitutes moral sexual conduct. In the wake of this kind of technological innovation, individuals as well as entire religious bodies will be forced to clarify exactly what it means to be faithful to one’s partner. A second, perhaps more difficult question, also quickly follows: what kinds of fantasies should be condoned?

This question was recently debated in the online community of Second Life when it was found that certain members who presented themselves to the online world as children were engaging in virtual sexual acts with adult characters. This may have been allowed to go on, except that some actual child pornographic material was uploaded into the virtual world. Something interesting happened when Second Life’s creator and controlling company, Linden Lab, issued a warning that such activity would not be tolerated. Some of the participants became angry, suggesting that Linden Lab has no business moderating the kinds of fantasies consenting adults participate in. It’s a fight between people who see no moral boundaries in virtual worlds, and those who maintain that there is a place for morality in virtual worlds.

Religion takes an entirely different approach to morality than the model which governs society. Our legal systems attempt to enforce a moral standard upon the way people interact with each other. The purpose of state-imposed morality is to prevent harm. While secular morality condemns actions that harm others (precisely because they harm others), religion is more concerned with what offends God. From a religious perspective, harming your neighbor is wrong not only because it causes your neighbor pain, but also because your action makes God angry. This perspective shifts the gaze of morality from other to God. The first five commandments of the Decalogue do not address the mistreatment of one’s neighbor (e.g. lying, stealing, murdering, committing adultery), but rather man’s approach to God (e.g. creating idols, taking the Lord’s name in vain, keeping the Sabbath day holy).

When Jesus began teaching and interpreting the moral code of the day, he radically redefined adultery, translocating the sin from the physical realm of actions and words to the virtual world of the mind and imagination. In Matthew’s gospel, Jesus says, “You have heard the commandment that says, ‘You must not commit adultery.’ But I say, anyone who even looks at a woman with lust has already committed adultery with her in his heart.” What Jesus teaches is that God is concerned not only with what plays out in the physical world of actions (reality), but also with what takes place in the virtual world of our minds. A sociological approach to morality judges murder wrong because it harms an innocent person. A theological approach to morality finds murder sinful not only because of the physical act, but also because God is offended by an angry mind as well as violent hands. The humanist or secular view of morality is concerned only with what we do. True religious morality is concerned not only with what we do, but with who we are, with what we desire to do.

In virtual spaces, questions of moral behavior seem to have been passed over entirely, perhaps because, until recently, few games have been specifically designed to allow people to virtually participate in morally reprehensible behavior. The record-breaking sales of the Grand Theft Auto series guarantee that this will soon change. Such a huge market for the game has shown that there is a collective desire to immerse oneself in virtual misbehavior. The market demand for virtual lawlessness guarantees that developers will soon be rushing to the marketplace with games that offer increasingly realistic worlds and potential for morally suspect behaviour. How we will act in those worlds, and whether we object to their content, will stem from our understanding of the source of morality. Either we will be forced to concede that as long as no ‘other’ is being harmed, people are free to do absolutely anything (torture, rape, molest, murder, etc.), or we will conclude that morality does indeed have a place in virtual worlds.

Comments

Submitted by Anony on Mon, 11/03/2008 - 07:29.

sucks

Submitted by Anonymous on Wed, 10/29/2008 - 07:40.

Why shall children kill people in real life and go to strip bars when they can do all that in videogames?

Submitted by Anonymous on Tue, 10/28/2008 - 13:16.

I played GTA III everyday for 3 months, and by the end of it, when i waited for a bus on the street, i'd think, "hm this bus is taking too long. maybe i should just steal that random motorbike parked around the corner and drive away". Then i'd think, "oh wait a minute this isn't GTA this is real life". and realize how ridiculous GTA was making my thought patterns. And then i'd see cars on the street and equate them with the make and model of cars in the game instead of real companies'.

I was more disturbed by how far my thoughts were out of sync with the real world than the moral or immoral nature of them. Investing too much time and learning in a virtual wold instead of real life.

Submitted by Anonymous on Tue, 10/28/2008 - 20:53.

I know what you mean. I played it even less and it wasn't even my game. But I'd end up thinking random things from the game in real life. Weird stuff eh?

Submitted by sudu on Fri, 10/24/2008 - 21:02.

The moral corruption of virtual space is in itself a resistance to everyday situations that make men feel powerless. In a cultural atmosphere where men are bombarded with advertising that caters to their prowess, their rugged individuality, the power they yield over the environment and sexualized bodies (ie. women), it's not that surprising than an escape from this delusional state of being and the sense of incompetence (which is intentionally instilled in order to create desire) is sought out in other fake realities. This is where the promises of power and prestige come true. The very nature of the criminal characters in GTA are pure defiance to state structure, government and capitalism. The corporate branding of resistance itself is inherent in these video games. The people who consume this brand will probably never even realize their participation in and perpetuation of a system that invents and antagonizes their deepest yearnings and fears and then soothes their frustrations by selling them a sense of rebellion.

Submitted by perceptiventity on Thu, 10/30/2008 - 06:28.

Spot on, mate. Very true indeed about selling rebellion. I just "can't wait" to see when the singing boobs on music trash channels will engage in actual pornography. They are so desperately close to the point of selling glamour prostitutes on TV. Or I sometimes think that it is indeed a virtual brothel for rich and affluent to check out the fresh meat on sale.
Seriously now. Please consider the following:
"...for we have been conditioned by society to think that crime, corruption and dishonesty is "the way it is" and that there will always be people who want to abuse, hurt and take advantage of others. Religion is the largest promoter of this propaganda, for the "us and them" or "good and evil" mentality promotes this false assumption.
The reality is that we live in a society that produces Scarcity. The consequence of this scarcity is that human beings must behave in self preserving ways, even if it means they have to cheat and steal in order to get what they want. Our research has concluded that Scarcity is one of the most fundamental causes of aberrant human behavior, while also leading to complex forms of neurosis in other ways. A statistical look at drug addition, crime and incarceration statistics, finds that poverty and unhealthy social conditions comprise the life experience of those who engage in such behavior.
Human beings are not good or bad... they are running, forever changing compositions of the life experience(s) that influence them. The "quality" of a human being ( if there was such a thing ) is directly related to the upbringing and thus belief systems they have been conditioned into.
This simple reality has been grossly overlooked and today people primitively think that competition, greed and corruption are "hardwired" elements of human behavior and, in turn, we must have prisons, police and hence a hierarchy of differential control in order for society to deal with these "tendencies". This is totally illogical and false.

The bottom line is that in order to change things for the better fundamentally, you must begin to address root causes. Our current society's system of "punishment" is outmoded, inhumane, and unproductive. When a serial killer is caught, most people jump up and down and scream for the death of that person. This is backwards. A truly sane society, which understands what we are and how our value systems are created, would take the individual and learn the reasons behind his or her violent actions. This information would then go to a research department which considers how to stop such conditions from occurring through education."
taken from http://thezeitgeistmovement.com

Submitted by Keaton P. on Wed, 11/05/2008 - 21:55.

That’s some spot-on stuff right there.

More on the subject at hand, I’m more for the present trend of video games to allow any sort of behavior. I indulge this freedom frequently, but I find that in games that allow the full spectrum of behavior, for example, games like Mass Effect, The Elder Scrolls, or Fable, I tend to opt for a more neutral or moral path, simply because it fits with my beliefs. I know that the game isn’t real, and when I think of it in this way, I feel no guilt in committing immoral actions, I simply feel it doesn’t fit the character I’m trying to create.

On the other hand, I tend to create numerous characters to explore the ramifications and developments of the numerous paths afforded by this spectrum of behavioral possibilities. Law and morality have a place in reality, they discourage suffering, but in a world without physicality or (in most cases) death, morality is something to be experimented with. After all, every player has the option of not playing with those who choose to experience the darker side of human interaction, that’s the nature of the game.

Submitted by Nintendo on Fri, 10/24/2008 - 02:13.

very well put

Submitted by Anonymous on Wed, 10/22/2008 - 10:57.

Thanks for the even handed article.

I am a developer in the games industry, and I thought I would proffer some thoughts.

Firstly, killing in a game is different than in real life. Because the victim does not have autonomy, he has been designed to be killed. most video games have not developed any real ecosystem, and so the non player characters are designed pretty much sole for interaction with the player.

In a game like GTA, you have to remember that it is a satire. As much as it pays homage to hollywood, it is satirizing America, and our delusional value system. When I first began playing GTA, I hated it, because, though it was sold as a "sand-box" game, it is very limited, you can only be a criminal.

I have a similar conflict when I play Fable, a game primarily about the player's morality. I often find myself in conflict with the games sense of right and wrong. For instance, in the game, the town of Bowerstone is ruled by an elitist bitch who oppresses the poor. From the start, my natural inclination as the hero of the story, is to kill the town guards, and overthrow the mayor. However if I start trouble my alignment immediately swings to the negative.

My final point is this. We are living in an amoral society, so why exactly should virtual morality be of any consequence? Since the start of the industrial revolution our culture has been on a steady moral decline, not into immorality, but A-morality. This amorality is very much the the cause of our social problems, and our unjust and inequitable economic and political systems. Only when individuals in a society take responsibility for defining their own morality and behaving in accordance with their personal morality, can we have a hope for freedom, peace, justice, and prosperity.

I think games are the battleground of morality. I still get a little tear-y when I hear the theme from Zelda, a game that teaches us, that Courage and Wisdom will always overcome power.

Peace,

Submitted by Anonymous on Wed, 10/22/2008 - 03:33.

All societies need 'rules' virtual or otherwise. 'Lord of the Flies' comes to mind.

Submitted by hogey on Wed, 10/22/2008 - 20:40.

All societies have rules, video games even more so. There is only a finite space for developers to create their environment so right from the start they make their laws. Whether it be the laws of physics or laws of the environment.
Now, in a game like GTA IV part of the rules of the game are, you are allowed to kill other people with minimal resistance from the games police officers. Being an avid gamer myself, when I am finished playing GTA, I don't disillusion myself into thinking I can pick up a real gun and shot people in the street and recieve the same amount of minimal resistance.
Simply put, if I shot somebody in a videogame, no consequences. If I shot somebody in real life, major consequences. I know this, its part of the rules of society.
If I am playing within the rules of society why do people think that my morality is at stake?

Submitted by KenBur on Thu, 10/23/2008 - 20:59.

Just one perspective...
Morality should never be dependent on what society thinks. Society casts moral judgment due to an abundance of power, not moral authority. As soon as you relate every moral judgment to what society thinks, whether the outcome is conformity or rebellion, you loose your individuality which is the root of true morality.

Submitted by Anonymous on Tue, 10/21/2008 - 23:48.

hi. i think that the cultural conscience has been sick forever. We've been repressed and every countercultural movement shows us what ill thought is eating away at our souls. Video games and violent films are a necessary detour of mankind. Hopefully, we can work out all of our problems so our children will look at GTA4 the same we we look at, say, "Birth of A Nation". Just my 2 cents.

Submitted by Anonymous on Tue, 10/21/2008 - 12:51.
Submitted by Anonymous on Tue, 10/21/2008 - 12:51.

That is the kinda video game that'll get the world shakin!!!!!!!!!!!

Submitted by joe chemo on Mon, 10/20/2008 - 07:44.

this is interesting

Submitted by L on Sun, 10/19/2008 - 17:33.

What I find kinda scary is the fact that people feel so attracted to hurting others in those games. Why are the most violent virtual realities also the most popular ones? Makes me wonder what is really going on in some people's heads.

Submitted by Anonymous on Mon, 10/20/2008 - 02:59.

The freedom of acting in a virtual world.
The experience of doing things you are not able to in the real world (without being charged).

Aggression and domination are keywords for the popularity of violence-gloryfying games.
Studies showed that the social weaker players tend to play these games
more excessively than the "upper class".

The virtual world is an option for the "controlled" and frustrated to break out.
The always rising argument of an aggression-valve.
And it is an absolutely valid one.
Not the only, but a valid.

Submitted by Anonymous on Sat, 10/18/2008 - 13:59.

I thought this article was very good.

As for the religious references, those who believe in God will speak as though there is one. Those who do not will speak as though there isn't one.

This is an opinion essay, not a research paper. It's subjective. Andrew Tuplin shouldn't have to pretend he doesn't believe in God.

Submitted by Anonymous on Tue, 10/21/2008 - 12:40.

Truly, you speak well.

Submitted by Anonymous on Thu, 10/23/2008 - 21:04.

Agreed.

Submitted by Anonymous on Thu, 10/23/2008 - 21:04.

Agreed.

Submitted by KenBur on Fri, 10/17/2008 - 14:57.

As far as I perceive it...

Morality is an evaluation of the choices we make as individuals.

Individuality is the metaphysical representation of the self including our perceptions (reality) and interactions with that reality (freedom).

Therefore,

1. Morality MUST extend into the "virtual" realm, but only on an individual basis.

2. Government can never extend so far as to assume moral authority within our minds.

3. Government can only govern what individuals share within the reality of the physical world.

we won't get into the existence of god...

Submitted by Anonymous on Sat, 10/18/2008 - 02:10.

This would all be well and good if our private lives could be kept private, but we live together in society. I'm all for the government keeping crack and heroin off the streets because people with drug addictions tend to steal a lot, and get sick and need medical assistance, and assistance from strangers. A personal choice to do hard drugs effects the community who is stuck with a sick person. I would argue the same case could be applied to someone who is virtually murdering and raping children... this is not a person with whom I want to interact. In that case, then, as with drugs, government should intervene on behalf of society at large. The rights of the community should supercede the desires of an individual.

Submitted by KenBur on Sat, 10/18/2008 - 14:14.

I agree with you...

As I said, "Government can only govern what individuals share..." and in the examples you give, those actions are carried out to the point of being "shared" by the community.

But...

As far as I can tell, your example of the virtual rapist is pushing certain boundaries. If a person only rapes in a virtual world, the government cannot control those actions for the sake of abating your discomfort.

To put things into a clearer perspective; could the government punish someone for fantasizing about raping a young girl, but never acting upon those fantasies?

Virtual realities (video games) offer a gateway into the fantasies of others, but just because you can read someone's mind, does not give anyone (including the "community") the authority to control what they do only within their mind.

A question for further discussion though...

Considering its possible that virtual realities offer individuals the power to entertain their fantasies to a greater extent than would be possible without them, do their actions within that virtual reality extend beyond their own mind as a result of that extra power? (I realize that this is only a restatement of the question posed by the original article, but perhaps it clarifies the root of the controversy)

Submitted by SplendidMarbles on Fri, 10/17/2008 - 13:38.

Great subject for an article. Unfortunately, your description of "true religious morality," as you say, is based on the Christian determination of what that means. Not everyone is Christian. Does that mean they have no "true religious morality"? What about agnostics and atheists? You mention sociological and humanistic views of morality, but lightly pass over how those views are derived.

As for virtual sexuality, it's shocking that murder is ok, but any sexual transgression is not. Why do people react so automatically and usually without thinking to sex? Think about it - in the real world you can be executed, at least in the U.S., for committing murder. Could you imagine someone being executed in the U.S. for rape, no matter how heinous? Seriously, Sarah Palin wanted to charge rape victims for the kits to collect the evidence necessary to prosecute their attackers. In some countries, the woman is likely to be executed for having been the victim of rape.

That doesn't mean anything goes in the virtual world. But discussing murder, rape and child molestation in the same breath with fantasized adultery and equating them is uncool. Defining fidelity to one's partner, whether in the virtual and non-virtual worlds, is an important topic deeply interconnected with many other issues. "What does being faithful mean?" Talk about a hot button. The discussion shouldn't be trivialized by conflating it with the discussion of acts whose acceptability, in that in the real world at least, brook no debate.
SplendidMarbles

Submitted by Anonymous on Sat, 10/18/2008 - 19:16.

Can you really call atheism a religion?

Submitted by Anonymous on Tue, 10/21/2008 - 14:53.

Everyone worships something.

Submitted by Anonymous on Thu, 10/23/2008 - 21:03.

Yeah, and Atheists worship their absolute lack of significance.

Submitted by Anonymous on Sat, 10/18/2008 - 16:04.

When you're in a committed relationship, how you define acceptable bahavoiur is governed by your understanding of morality. The article points out that in the future we'll be able to have virtual sexual relationships (the bit about the Matrix) and asks whether this is moral behavour. In the Matrix, the guy sleeping around thinks its fine (it's just a game), the woman he is "cheating on" thinks otherwise. It's both a relevant question, and highly debatable.

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