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Eludamos: Journal for Computer Game Culture
It argues that the framework presupposes a gap between a transgressive reality and a deceptive reinterpretation of it. Violent games such as Left 4 Dead and Operation Flashpoint do not construct that gap.
Kjeldgaard-Christiansen's critique argues that moral disengagement theory, as Bandura developed it and as applied in a growing body of violent video game research, is conceptually misapplied to games. The central claim is that moral disengagement presupposes a gap between a morally transgressive reality and a deceptive reinterpretation of it, and that violent games such as Left 4 Dead and Operation Flashpoint do not construct that gap. Their virtual worlds present violence as genuinely justified within the fiction, with enemies that are unfeeling or villainous by definition. On this view, findings such as Hartmann and Vorderer's (2010) observation that players in "justified" conditions reported less guilt are inconclusive, because the literature assumes a representational framing the games do not actually provide.
The critique extends beyond theory to measurement and interpretation. It contends that existing studies conflate diegetic and non-diegetic representation, misread context-dependent features such as sanitized language or allied characters as disengagement cues, and treat players' preference for acting morally as a pathology. Hartmann et al. (2014) serves as a principal example. Close readings of coded "disengagement cues" such as distortion of consequences, dehumanization, and blame attribution suggest that many reflect technical constraints, narrative necessity, or meaningful story content. Body despawn behavior tied to graphics settings in Left 4 Dead and a F.E.A.R. quote reframed as displacing blame are offered as illustrations.
The author's conclusion is that the moral disengagement framework rests on an inadequate ontology of game worlds, one that treats violence as separable from its fictional context. The scope of the argument is primarily conceptual and draws on the empirical literature of the 2010s, with a focus on single-player and cooperative shooter titles. The data, the critique suggests, more plausibly indicate that players enjoy fighting for just causes than that they are morally disengaged, and it urges future researchers to take gameplay phenomenology seriously.
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