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CFP 002
The Ethics of E-Games Call for Papers for Vol. 4 (02/2005)
- Deadline for abstracts: June 30, 2005 Introduction Computer-based or e-games, in both standalone and networked incarnations (including “Massive Multiplayer Online Games” or MMOGs), represent one of the most popular – and an economically profitable – uses of ICTs and CMC in the contemporary world. Such games not only simulate a range of human social interactions, from building (perhaps utopian) societies to historical and fantasy warfare of every age: the games further occasion and catalyze a range of human interactions that rightly inspire research from a variety of disciplines and specialties. Especially violent games (e.g., Quake, Doom, Grand Theft Auto III, and others) have generated some critical discussion, ranging from “moral panics” in popular media to social science investigations into possible effects and consequences of participating in such games. But e-games represent a relatively neglected subject in Information Ethics. At the same time, however, if broader discussion of e-games is to include responsible and informed ethical reflection, much more critical reflection from the various perspectives of Information Ethics upon the multiple dimensions of e-games and game-playing is needed. Hence this special issue of IRIE calls for such critical ethical reflection. Possible Topics and Questions 1. The Rules – and thus Ethics – of Play While much has been written about potential psychological and social consequences of e-games, very little academic research has focused on the ethics of e-games.
The ethical questions and issues here, however, are many – for example: 2. Virtue Ethics and Ethics of Care E-games, especially in their online versions, bring together participants from around the globe. A specific approach to the ethics of e-Games invokes virtue ethics – e.g., in Aristotelian and/or Confucian traditions – to ask the question, what human excellences and potentials are fostered by our playing such games (e.g., Coleman 2001)?
3. Social Dimensions The larger social impacts of computing and information technologies are one set of consequences that are ethically relevant to design and use of ICTs – and thus are of importance in Information Ethics. 4. Gender It is not hard to find examples in especially the more popular e-games of gender and cultural stereotypes – stereotypes that are ethically reprehensible insofar as they ideologically justify a range of inequalities and the violation of basic human rights. If certain games only work to reinforce prevailing “masculinist” stereotypes regarding how to be male; and if certain games teach us to see “the Other” (whether as a female and/or as a member of a cultural/ethnic identity different from our own) as naturally inferior, the legitimate target of violence, etc. – then a strong ethical case against such games could be made. On the other hand, gamers may be perfectly aware that “this is just a game” – i.e., they may well approach such stereotypes with a distance and irony that helps diffuse rather than reinforce them. Moreover, not all games work by presuming such gender and/or cultural stereotypes. And finally, a growing community of women gamers directly challenge these stereotypes about games. Are there games and ways of playing games that help us explore our identities as gendered beings in positive and fruitful ways, rather than simply playing off and thus reinforcing stereotypes that may be questionable, if not oppressive? Are there games and ways of playing games that in fact help us overcome ethnocentrism and come to see “the Other” in ways that teach us to respect the irreducible differences that define diverse gender and cultural identities – perhaps even teach us to communicate more effectively across these differences? 5. Cultural issues Starting at least with cinema and tv, modern western cultures encounter something like an "imaginative revolution" (W. Goebel): not simply mediated views of the world, but also fantasies and imaginative extrapolations that 'transgress' given reality can be constructed and communicated. This changes the lifeworld of people and potentially revolutionizes culture as the non-thematic background of understanding and communication. With e-games the imaginative revolutions seems to have made another leap forward - if not a quantum-leap: imagination now becomes tangible since it becomes interactive.
6. None of the Above We do not imagine that this initial list of suggestions exhausts all possible topics and approaches to ethical reflection on e-Games. On the contrary, we encourage interested authors to propose additional frameworks, questions, ethical and analytical approaches, etc., that will add to our insight regarding ethics and e-Games.
The Rules of the Game Potential authors have to provide an extended abstract (max. 1.500 words) until 30. June 2005. The abstract should be written in the mother tongue of the author. An English translation of this abstract has to be included, if the chosen language is not English or German. The IRIE will publish accepted articles (3.000 words or 20.000 letters including blanks) in German, English, Spanish, French or Portuguese. For further details see the submission guidelines. The abstracts will be selected by the guest editors, Dr. Charles Ess and Dr. Elizabeth Buchanan. Authors will be notified by 15. August 2005. Deadline for the final article (according to IRIE format guide) is 30. September 2005. All submissions will be subject to peer review. Therefore the acceptance of an extended abstract by the members of the editorial board does not imply the publication of the final text unless the article passed the peer review. For more information about the journal see: www.ijie.org A list of documents, which potential authors might find useful, can be requested by e-mail. Members of the ICIE will get a copy of the list via the ICIE mailing list. Contact Please send queries and proposals to guest editors,
Call for Papers - Vol. 4 (02/2005): The Ethics of E-Games - Language: English pdf-fulltext (30 KB)
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