EthicalIssues Arising From Online Gaming
Onlinegaming has been a growing industry in the last few years. The onlinevideo games have gained their fame mainly through the ease andconvenience they provide. During the times of previous video games,one first had to pay for a game and once it was delivered most peoplewere usually disappointed with the results. Online gamers face adifferent situation. They have the ability to test out a new game forfree. This trial basis gives the user an opportunity to assess thegame and see if it meets their standard. Once they like the game,they can then go ahead and pay for it. This situation provides greatease to online gamers as they need not overspend their money on gamesthey do not like (Rigby & Ryan, 2011).
Withsuch advantages behind it, online gaming rapidly grew in fame to thepoint where almost 80% of all video game players prefer the onlinemode of playing. However, recent discussions have seen that onlinegaming has several ethical issues. These questions arose after peoplebegan realizing that the companies that provide such games have noregulations to ensuring that its users are not adversely affected bythis gaming habit. The emerging ethical issues include addiction tothese games, gross wastage of money and deviant behaviors especiallywhen it comes to morality and extreme violence (Wankel & Malleck,2010).
Thistopic on emerging ethical issues concerning online gaming isimportant as there is a need to find ways of regulating its use. Theonline gambling industry faced a lot of backlash after its inclusionto the internet. The primary concern involved gambling addiction. Thecompanies that provided these online casinos had to come up withstrategies that would control the users by monitoring the time theyspend gambling. The at-risk gamblers were given limits to the maximumamount that they can spend in a week. This strategy ensured asignificant drop in cases of gambling addiction even though theonline casino industry is continuing to grow (Anderson et al., 2014).
Thispaper will, therefore, attempt to create awareness of the adverseimpacts that arise from the extreme use of online gaming. The reasonis to make the gaming industry provide necessary protocols that willstandardize the use of online video games and protect the youth ofthe society. This step will reduce the ethical concerns that arebeing voiced by different people across the earth (Kizza, 2003).
Thevarious resources that were found were mainly through the internet.These resources are articles and journals written by online gurus,and they all have serious concerns about the ethical implications ofonline gaming. The ethical impacts of online video games are asfollows.
Technologyhas made the quality of video games produced to be very high andalluring at this period. The games provide a virtual reality where aplayer feels like they are directly interacting with the differentcharacters in the game. This design is very useful in making almostall new gamers to be hooked to a game once they begin playing it.This fact brings a worrying trend where the online players tend tohave an addiction to these video games. These players tend to spendthe majority of their time gaming to the point that they neglectother essential interactions like conversing with family members andspending time outdoors. These individuals that become addicted toonline gaming tend to shut themselves from the rest of the world. Theaddiction to online video games brings along several evils. A personthat has formed a habit of regularly playing games will spend everycent they can get to ensure that they keep on playing. This problemmakes people pay much more than they can afford, leading to debts andinability to handle different financial obligations. Frequent onlinegamers also tend to have antisocial behavior, and a vast number ofthem are prone to excess stress and depression (Rigby & Ryan,2011). These results of gaming addiction can only be stopped ifonline gaming is heavily controlled.
MoralDeprivation and Violence
Someonline games are created with graphic displays of nudity andoffensive language. These aspects of such games go ahead and destroythe moral structure of the youth. A serious online gamer will tend tothink and speak about what they experience in the gaming world. Thegraphics of these games have significantly improved in recent times.Therefore, games that are violent in nature tend to show the fulleffects of every violent act that a player does while playing. Theonline gaming provides a safe area where people can do whatever theywant without potential physical implications. Most of these playersget a rush whenever they perform violent acts in the games. Withtime, this love of violence affects their personality, and they beginprojecting violent acts to the people around them. Violence actsamong the youth have been on the rise and the cause could be due toonline gaming (Tavani, 2004).
Onlinegaming is a growing industry and generates a lot of money for thecompanies that provide them. However, the increased use of theseonline video games brings about serious ethical concerns. The paperdescribed these ethical issues from addiction, moral decadence, andincrease in violence. The need to regulate the use of online videogames should be a priority for the companies that create these games.Parents should also supervise the games their children play and theamount of time they spend playing these games. If these steps arefollowed, the morality of the society will be salvaged and restoredto its former glory.
Anderson,A. A., Brossard, D., Scheufele, D. A., Xenos, M. A., & Ladwig, P.(2014). The “nasty effect:” Online incivility and riskperceptions of emerging technologies. Journalof Computer‐MediatedCommunication, 19(3),373-387.
Kizza,J. M. (2003). Ethicaland social issues in the information age.New York: Springer-Verlag.
Rigby,S., & Ryan, R. M. (2011). Gluedto games: How video games draw us in and hold us spellbound.Santa Barbara, Calif:
Tavani,H. T. (2004). Ethicsand technology: Ethical issues in an age of information andcommunication technology.Hoboken, NJ: Wiley.
Wankel,C., & Malleck, S. K. (2010). Emergingethical issues of life in virtual worlds.Charlotte, N.C: Information Age Pub.