1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaperIFIP International Conference on Entertainment Computing (ICEC)
Distilling the key insights…
This analysis explores the ethics of computer games by applying the framework of Information Ethics, specifically utilizing Luciano Floridi’s Method of Abstraction. The central thesis posits that computer games are not merely mechanical systems but complex informational environments—or infospheres—that require players to act as moral agents. By examining the multiplayer game Defcon, the study argues that games function as ethical experiences where the player’s moral reasoning is deeply intertwined with the game’s designed rules and simulated outcomes.
The methodology involves a philosophical model that categorizes game interaction into two distinct Gradients of Abstraction. The procedural gradient covers the syntactic, rule-based mechanics of the game as a state machine, while the semantic gradient encompasses the cultural, aesthetic, and simulated layers that provide meaning to the player’s actions. The analysis concludes that ethical concerns regarding gaming, such as desensitization to violence, often stem from a limited focus on the procedural layer. In contrast, a comprehensive view recognizes that players engage with the semantic layer, utilizing their own cultural and ethical knowledge to interpret and navigate the game world.
The findings suggest that games which relegate ethical choices to the procedural layer—such as those with binary "good" or "evil" mechanics—are often less effective at fostering genuine moral engagement. Instead, the study asserts that players are inherently moral agents who bring their own ethical maturity to the experience. Consequently, the paper advocates for a shift in how the industry and researchers evaluate game content, moving away from simple effect-based studies toward a deeper understanding of games as systems that facilitate complex, ongoing ethical reflection.
DiGRA · 2026