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The paper frames competition in multiplayer games as 'mere violence' that frustrates an opponent's in-game plans. It argues this violence can be transformed into an ethically positive experience.
Nguyen and Zagal's paper argues that competition in multiplayer games constitutes a form of "mere violence," in the sense that it frustrates an opponent's in-game plans, yet this violence can be transformed into an ethically positive experience. Rejecting the view that games exist within a "magic circle" insulated from moral consequence, the authors contend that the ethical character of competitive play depends on design, mutual consent, and the psychological fit between opponents rather than on any fixed rule about what is permissible. Their central thesis is that competitive games can be "competitive in their individual moments but collaborative as a whole," a state that requires deliberate effort from both designers and players.
The authors identify two mechanisms through which competition becomes ethical: consent, understood as a social contract among players, and alignment between one player's competitive actions and the other's desired "experience of struggling," drawing on Suits' concept of the lusory goal. Practices such as ganking and spawn-camping illustrate that rule-compliant, consensual play can still be unethical when the second condition is violated. Comparing consent-based and ethos-based accounts, they find neither fully adequate to describe how players actually behave, and they argue that matchmaking and self-sorting systems are essential to achieving ethical competition.
The paper's scope is philosophical and normative, drawing on examples from traditional sports such as basketball and golf alongside digital titles including EVE Online, League of Legends, and Mario Kart. It offers no original empirical data; its bibliography references research on video game aggression, but the authors' conclusions rest on argument and illustrative cases. Their final proposal is that studying the ethics of in-game violence can inform better game design and deepen understanding of how players perceive challenge, pointing toward an ideal in which optimal play coincides with the most appropriate challenge for one's opponent.
International Journal of Role-Playing · 2026