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A Double Edged Sword: How Video Games Cut Into the Heart of Ethics and Morality

Written by: Elizabeth Aliyeva; Edited by: Mia Rakotobe-Joely


Picture a room full of enthusiastic, 10-year-old students, each with a tablet containing the game "Ethics Quest." This simulation, more than just a game, lets players explore a world full of moral dilemmas and ethical challenges. Students are faced with the first of many from the start: Their virtual village has limited resources, and they have to determine how to distribute food, water, and medicine to the villagers. Should they focus on the older generation with wisdom and experience or the younger villagers who symbolize the future? With every decision made, the children face more and more difficult moral dilemmas, such as deciding whether to assist a stranger despite potential danger or deciding whether to punish a villager who stole to provide for their family.

One student is deeply engrossed in the game. At a certain stage, each student must choose whether to reveal the truth behind a friend's error, leading to consequences but potentially facilitating the friend in gaining valuable insight. While considering their choices, they start to feel the gravity of their decisions, understanding that there are no definite correct or incorrect solutions, just different nuances of gray. Following the game, the teacher starts a conversation about the choices the students made and the reasons behind them. While the children converse, it is clear that the game has prompted them to face challenging moral dilemmas and contemplate their own principles and convictions, not just entertain them.

One student poses a question to the class: "Is it better to consistently tell the truth, or should we occasionally fib to spare someone's emotions?" Another person questions, "What if being honest could prevent someone from repeating the same error?" The discussion broadens to include a philosophical debate on morality. The students are considering if the decisions they make in the game reflect their real-life choices, and if the ethical values they use online are the same as those they have in real life. They investigate the idea of moral relativism, debating whether ethical principles are universal or contingent on circumstances and viewpoints. In "Ethics Quest," young minds are not only discovering ethics but also delving into the profound philosophical query: Do our decisions in virtual realms represent our authentic selves, or do they unveil a different facet of our moral personality that may remain hidden in reality?

 

Moral relativism is the philosophical view that moral judgments and values are not absolute but are relative to the cultural, societal, or individual perspectives from which they originate. According to moral relativism, what is considered morally right or wrong can vary from one culture or individual to another, and there is no universal standard that applies to all people at all times. There are different forms of moral relativism, but two of the most common are:


Cultural Relativism: This form of moral relativism suggests that moral beliefs and practices are grounded in and shaped by cultural contexts. According to cultural relativism, what is considered morally right in one culture might be seen as wrong in another. For example, a practice deemed acceptable in one society might be unacceptable in another, and each society's moral code is considered valid within its context.


Individual Relativism: This form of moral relativism posits that moral judgments are based on personal beliefs and feelings. According to individual relativism, each person has their own moral framework, and moral judgments are true or valid relative to that individual's perspective. In this view, moral truth is subjective and varies from person to person.


When discussing video games, moral relativism provides a perspective to analyze how the moral reasoning of players is affected and mirrored by interactive digital settings. Video games frequently pose intricate ethical dilemmas and a variety of moral situations for players to navigate, prompting them to make choices that mirror their own personal or cultural beliefs. From a psychological perspective, these gaming experiences can show how moral relativism appears in virtual environments. Gamers can choose from various moral codes in a game, making decisions based on their personal beliefs and the cultural settings presented in the game. Decisions in games can reflect actual moral thought processes, showing how personal and cultural influences impact ethical perspectives. 

 

Several studies investigating the relationship between video games and moral development can be connected to the concept of moral relativism, which suggests that moral beliefs and judgments vary based on individual perspectives and cultural contexts.

In the study conducted by Hodge et al., the lack of a clear link between video game play and moral development among university students highlights how moral reasoning might be shaped by diverse influences beyond just gaming. For instance, the study observed that males had higher moral scores than females and found different patterns of video game use among players (Hodge et al., 2020). These variations, much like moral relativism, suggest that moral development is influenced by a range of factors, including personal and cultural contexts. The differences in how individuals engage with video games—such as the types of games they play and their gaming habits—reflect how personal experiences and societal norms shape moral understanding (Hodge et al., 2020). This aligns with moral relativism’s view that morality isn’t absolute but varies across different contexts and perspectives. In essence, the study illustrates that moral development might be influenced by individual and cultural factors, rather than a direct cause-and-effect relationship with video game play. This supports the notion of moral relativism, showing that moral beliefs and reasoning can be diverse and shaped by a variety of influences, including how one interacts with and interprets media like video games.

Continuing, Pryzybylski’s (2012) study on video games and ideal self-concepts can be related to moral relativism by considering how personal and cultural contexts shape players' experiences and motivations. In this study, the researchers found that players are motivated to engage with video games when these games allow them to experience aspects of their ideal selves (Pryzybylski et al., 2012). It becomes evident that personal self-concepts, guided by the individual desires and cultural norms that encompass moral relativism, impact how people interact with media. The enjoyment and emotional impact of video games are thus influenced by players' personal and cultural contexts, reflecting their unique values and ideals. Just as moral relativism acknowledges that moral standards vary across different contexts, the study shows that video game appeal and emotional responses are also shaped by players' personal perceptions and aspirations (Pryzybylski et al., 2012). Games that resonate with players' ideal selves provide a personalized experience, reinforcing the idea that moral and emotional responses are not universal but are instead influenced by individual and cultural contexts.

Wagener & Melzer’s (2024) study on violent video games (VVGs) and moral distress illustrate key aspects of moral relativism.

For instance, individuals with higher Dark Tetrad (DT) traits, such as narcissism or psychopathy, experienced less moral distress from violent media (Wagener & Melzer, 2024).

This aligns with moral relativism, as these individuals may have different moral standards or be less sensitive to moral transgressions due to their personality traits. Their personal or cultural norms might render the depiction of violence less troubling compared to others who might have stricter moral frameworks. Moreover, moral relativism posits that moral judgments can vary significantly based on cultural and situational contexts. Wagener & Melzer’s (2024) finding that even mild violence can trigger moral distress suggests that what is considered morally troubling can differ widely. This variability reflects how personal or cultural norms influence perceptions of moral issues, supporting the idea that moral distress is not universal but context-dependent. The concept of desensitization, where repeated exposure to violence reduces emotional responses, further illustrates moral relativism. As individuals become more accustomed to violence in the media, their moral standards might shift, making them less sensitive to such content. This evolving perception underscores how personal experience and repeated exposure can influence moral judgments. Finally, Wagener & Melzer’s (2024) results imply that personality traits significantly impact moral distress from media violence. People with certain traits, such as higher DT expressions, might be less affected by violent content (Wagener & Melzer, 2024). This aligns with moral relativism’s view that moral judgments are subjective and shaped by individual characteristics and experiences. 

 

Video games have evolved into a highly influential medium in modern society, captivating millions with their immersive experiences and interactive narratives. From a psychological standpoint, video games represent a double-edged sword when it comes to ethics and morality. On one hand, they offer unique opportunities for moral development and self-exploration. They allow players to engage with complex ethical dilemmas, simulate moral reasoning, and experience consequences for their virtual actions. Games with rich narratives and moral choices can potentially foster empathy and reflection, making them a powerful tool for exploring and understanding diverse perspectives. However, this potential is tempered by the risks associated with video game content, particularly when it comes to violent or morally ambiguous scenarios. Research has shown that exposure to violent video games can induce moral distress, especially when the content clashes with a player’s ethical values. This distress can be mitigated or exacerbated by individual differences such as personality traits or gaming experience. For instance, players with higher levels of moral disengagement or certain personality traits may experience less moral distress, potentially leading to a desensitization to violence and a shift in moral standards. This dual effect illustrates how video games can both challenge and reinforce existing moral frameworks.


References


Gary Lee Wagener, & Melzer, A. (2024). Game Violence and Moral Distress. Journal of Media Psychology. https://doi.org/10.1027/1864-1105/a000428


Hodge, S. E., Taylor, J., & McAlaney, J. (2020). Is It Still Double Edged? Not for University Students’ Development of Moral Reasoning and Video Game Play. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.01313


Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M. (2012). The ideal self at play: the appeal of video games that let you be all you can be. Psychological Science, 23(1), 69–76. https://doi.org/10.1177/0956797611418676


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