Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/27609
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dc.contributor.authorHumphreys, Declan Jamesen
dc.contributor.authorWalsh, Adrianen
dc.contributor.authorMcLean, Lesleyen
dc.date.accessioned2019-10-08T02:44:07Z-
dc.date.available2019-10-08T02:44:07Z-
dc.date.created2017-10-05en
dc.date.issued2018-10-27-
dc.identifier.urihttps://hdl.handle.net/1959.11/27609-
dc.description.abstractThis thesis examines video games as objects of pleasure and assesses the negative claim that certain video games can detract from the good life. It argues against the claim that all video games are 'wastes of time' or that they provide a kind of false pleasure, while recognising the heterogeneous nature of modern video games. To do so, this work focuses on the pleasure derived from these objects. It questions the nature of pleasure itself arguing that while some pleasures are essential for the good life, other pleasures can be detrimental to its pursuit. It argues that certain pleasures that detract from the good life can be considered false pleasures. Drawing on an analysis of the writings of Plato and Aristotle, this work proposes an original taxonomy of false pleasure. The taxonomy proposes four broad categories of false pleasure, they are: false pleasure of belief, false pleasure of experience, false pleasure of negative consequence, and false immoral pleasures. These categories are applied to video games to discover whether certain video games provide false pleasure. It is argued that while some video games in certain circumstances can be considered false pleasures, it does not hold that all video games are false pleasures.<br/> This thesis also questions the broader role mass media and technology has on the experience of pleasure in the modern world. It draws upon the writings of the Frankfurt School theorist who provided arguments critical of modern mass culture. I argue that these theorists considered mass media to systematically mislead individuals into making mistakes regarding pleasure and that these mistakes serve a political and social function. It is argued that the Frankfurt School critiques provide useful examples of the political and social function of false pleasure. However, it is shown that the some of their concerns are not new, rather they echo the concerns of Plato and Aristotle and can be accommodated within the proposed taxonomy of false pleasure.<br/> This work concludes that the notion of false pleasure is important when considering what makes the good life. However, the argument that all video games are false pleasures does not stand up to philosophical rigour. Moreover, it is shown that some video games, rather than being impediments to the good life, have a beneficial role to play in its pursuit.en
dc.languageenen
dc.titleVirtue and Video Games: False Pleasure in the Digital Ageen
dc.typeThesis Doctoralen
dcterms.accessRightsUNE Greenen
dc.subject.keywordsEthical Theoryen
dc.subject.keywordsEthical Use of New Technology (eg Nanotechnology, Biotechnology)en
local.contributor.firstnameDeclan Jamesen
local.contributor.firstnameAdrianen
local.contributor.firstnameLesleyen
local.subject.for2008220305 Ethical Theoryen
local.subject.for2008220103 Ethical Use of New Technology (e.g. Nanotechnology, Biotechnology)en
local.subject.seo2008970110 Expanding Knowledge in Technologyen
local.subject.seo2008890499 Media Services not elsewhere classifieden
local.subject.seo2008970122 Expanding Knowledge in Philosophy and Religious Studiesen
dc.date.conferred2018en
local.hos.emailhoshass@une.edu.auen
local.thesis.passedPasseden
local.thesis.degreelevelDoctoralen
local.thesis.degreenameDoctor of Philosophy - PhDen
local.contributor.grantorUniversity of New Englanden
local.profile.schoolSchool of Humanities, Arts and Social Sciencesen
local.profile.schoolSchool of Humanities, Arts & Social Sciencesen
local.profile.schoolSchool of Humanities, Arts & Social Sciencesen
local.profile.emaildhumphre@myune.edu.auen
local.profile.emailawalsh@une.edu.auen
local.profile.emaillmclean4@une.edu.auen
local.output.categoryT2en
local.record.placeauen
local.record.institutionUniversity of New Englanden
local.identifier.epublicationsrecordune_thesis-20171010-141948en
local.title.subtitleFalse Pleasure in the Digital Ageen
local.access.fulltextYesen
local.contributor.lastnameHumphreysen
local.contributor.lastnameWalshen
local.contributor.lastnameMcLeanen
dc.identifier.staffune-id:awalshen
dc.identifier.staffune-id:lmclean4en
dc.identifier.studentune-id:dhumphreen
local.profile.orcid0000-0002-1959-254Xen
local.profile.orcid0000-0003-4279-3945en
local.profile.roleauthoren
local.profile.rolesupervisoren
local.profile.rolesupervisoren
local.identifier.unepublicationidune:_thesis-20171010-141948en
local.identifier.unepublicationidune:_thesis-20171010-141948en
local.RightsStatementCopyright 2017 - Declan James Humphreysen
dc.identifier.academiclevelStudenten
dc.identifier.academiclevelAcademicen
dc.identifier.academiclevelAcademicen
local.thesis.bypublicationNoen
local.title.maintitleVirtue and Video Gamesen
local.output.categorydescriptionT2 Thesis - Doctorate by Researchen
local.school.graduationSchool of Humanities, Arts & Social Sciencesen
local.search.authorHumphreys, Declan Jamesen
local.search.supervisorWalsh, Adrianen
local.search.supervisorMcLean, Lesleyen
local.open.fileurlhttps://rune.une.edu.au/web/retrieve/6d8e371e-bab7-4b5a-a583-805ad020d881en
local.uneassociationYesen
local.year.conferred2018en
local.fileurl.openhttps://rune.une.edu.au/web/retrieve/6d8e371e-bab7-4b5a-a583-805ad020d881en
local.fileurl.openpublishedhttps://rune.une.edu.au/web/retrieve/6d8e371e-bab7-4b5a-a583-805ad020d881en
local.subject.for2020500306 Ethical theoryen
local.subject.for2020500103 Ethical use of new technologyen
local.subject.seo2020280119 Expanding knowledge in philosophy and religious studiesen
Appears in Collections:School of Humanities, Arts and Social Sciences
Thesis Doctoral
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