I was wrong.
New technology challenges our ethics because we have no immediate frames of reference to rely on. The situations created by the use of new technology require us to reach back to things we are more familiar with for guidance, and we risk choosing comparisons that prove to be superficial and inaccurate over time. This is the trap I fell into when I first approached the question of whether a player’s misconduct —or rather his avatar’s misconduct—in virtual worlds like World of Warcraft and Second Life could be unethical. My frame of reference was video games, role-playing games like Dungeons and Dragons, and games generally. If engaging in Second Life is analogous to playing a game, then vandalizing someone’s home in cyberspace is no different from invading another player’s country in Risk. If “Warcraft” is essentially similar to playing a video game, then “killing” an avatar is no more unethical than mowing down enemy soldiers in Medal of Honor.
And if virtual games were fantasies, I reasoned, then declaring anything that took place in their boundaries unethical was tantamount to policing thought. Thoughts are not unethical; actions are. Case closed, right? Continue reading