ABSTRACT

Cyberspace is composed of a multitude of different spaces where users can represent themselves in many divergent ways. Why in a video game, is it more acceptable to murder or maim than rape? After all, in each case, it is only pixels that are being assaulted. This book avoids wrestling with the common question of whether the virtual violation of real-world taboos is right or wrong, and instead provides a theoretical framework that helps us understand why such distinctions are typically made, and explores the psychological impact of violating offline taboos within cyberspace.

The authors discuss such online areas as:

  • ‘Reality’ sites depicting taboo images
  • Social networking websites and online chatrooms
  • Online dating websites
  • Video game content.

This book considers whether there are some interactions that should not be permissible even virtually. It also examines how we might be able to cope with the potential moral freedoms afforded by cyberspace, and who might be vulnerable to such freedoms of action and representation within this virtual space.

This book is ideal for researchers and students of internet psychology, philosophy and social policy, as well as therapists, those interested in computer science, law, media and communication studies

chapter |4 pages

Introduction

part |99 pages

Should cyberspace be a space where, virtually, anything is permissible?

chapter |8 pages

Virtual immediacy

Altered contingencies, altered possibilities

chapter |10 pages

Disgust

A measure of moral wisdom or moral fallibility?

chapter |11 pages

Obscenity

A measure of offence or depravity?

chapter |13 pages

The passive voyeur

Where's the harm in looking?

chapter |13 pages

Virtually real emotions

Addressing the paradox of fiction

chapter |13 pages

On the nature of play

Cyberspace as a virtual playground

chapter |16 pages

Single-player games

What is and perhaps what should never be

chapter |13 pages

Multiplayer games

Are we all agreed?

part |37 pages

The nature and authenticity of selves within cyberspace

chapter |13 pages

Disembodiment

A meeting of minds

chapter |10 pages

Embodiment

Cyber-relations and possible selves

chapter |12 pages

Progressive embodiment

The supermorphic persona

part |45 pages

Psychological parity and changes to the self

chapter |11 pages

Violent games

Where's the harm in playing?

chapter |14 pages

Psychological parity

Coping with altered contingencies

chapter |15 pages

Identity and interpretation

Repercussion for parity and potential harm

chapter |3 pages

Transcending taboos

The way forward