Virtue Theory and Video Games

Regular price €192.20
Quantity:
In stock with our UK publisher. 14-28 days
Delivery/Collection within 10-20 working days
14 days return policy Shipping & Delivery
Andy Clark
Category=AB
Category=AGA
Category=JBCT
Category=JBCT1
Category=QDTN
Category=QDTQ
Category=UDX
Category=UG
character cultivation
character development in games
cheap tactics
Confucian ethics
cosplay
curiosity
digital ethics
eq_art-fashion-photography
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_new_release
eq_nobargain
eq_non-fiction
eq_society-politics
ethical decision making
game studies
gaming communities
griefing
imagination
livestreaming
massive multiplayer online role-playing games
moral psychology
mourning
Nicholas R. Baima
non-player characters
philosophy of games
philosophy of technology
playfulness
Sarah C. Malanowski
seemliness
simulations
slouchiness
video games
virtual interaction
virtual violence
virtue ethics
virtue ethics in interactive media
virtue theory

Product details

  • ISBN 9781041052630
  • Weight: 760g
  • Dimensions: 152 x 229mm
  • Publication Date: 19 Mar 2026
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
Secure checkout Fast Shipping Easy returns

This volume explores the intersection of virtue theory and video games. By bringing together emerging and established scholars analyzing video game ethics from a virtue-theoretical perspective, this book both fills gaps in the literature and provides a foundation for advancing discussions in the emerging field of video game ethics.

The anthology covers a wide range of topics, offering both abstract analyses of the application of virtue theory to video game ethics and practical insights into the impact of gaming on our relationships, communities, and individual self-conception. Part 1 examines the advantages and limitations of virtue ethics as a normative framework in the context of video games. Part 2 delves into specific virtues and vices that emerge during gameplay, illustrating how virtue theory can enhance our understanding of the ethical dimensions of gaming. Finally, Part 3 addresses the social dimensions of gaming, focusing on the roles of friendship, relationships, and community. It demonstrates how the unique social contexts of gaming provide interesting opportunities for cultivating virtue and vice.

Virtue Theory and Video Games is essential reading for researchers and graduate students working in virtue ethics, philosophy of games, the ethics of technology, game studies, media studies, and communication studies.

Sarah C. Malanowski is an instructor of philosophy at Florida Atlantic University. She specializes in the philosophy of cognitive science, biomedical ethics, and the philosophy of games. Her work has appeared in Bioethics, Synthese, Journal of Medicine & Philosophy, and Neuroethics. She is the coauthor, with Nicholas R. Baima, of Why It’s OK to Be a Gamer (Routledge 2024).

Nicholas R. Baima is an associate professor of philosophy at Florida Atlantic University. He works in ancient philosophy, ethical theory, and the philosophy of games. He is the coauthor, with Sarah C. Malanowski, of Why It’s OK to Be a Gamer (Routledge 2024) and the coauthor, with Tyler Paytas, of Plato’s Pragmatism: Rethinking the Relationship Between Ethics and Epistemology (Routledge 2021).