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Abstract: This paper describes the new market growing around online gamers: professional gamers, wagered tournaments, and buying and selling virtual items. After outlining and describing several prime examples, the paper then discusses the legal and ethical ramifications of the virtual world having monetary value. It shows that despite the positive effects of drawing more people into the gaming community, playing games for money compromise what many consider to be the purity of the gaming experience.
It used to be that computer games were for kids, or grown-up "techies." While kids were just out to have fun, grown-ups played for entertainment or pride; being good at a game garnered respect from other gamers. Gradually, the gaming world broadened with the advent of adult themed games, the Internet, and the phenomenal growth of the personal computer. Today, the gaming market has a wide range within its audience. Children, even infants, are even encouraged to play educational games on their computer. Adults can log on for a quiet game of online chess or hearts, or role-playing game, or if their blood is a little thicker, a first-person shooter. The variety of experiences to be had by the online gamer is astounding. Role-playing games can have hundreds if not thousands of players, all playing simultaneously. Internet based games make it easier than ever to find a level of competition suitable for any player. With this newfound prevalence of gaming and gamers, a new market has emerged. This market centers not upon the makers of these games, but upon the players themselves and attaches real, monetary values to their virtual accomplishments. As this revolution draws near, what does gaming stand to lose or gain from its development as a financial enterprise, facilitated by its newfound popularity? This paper analyzes the impact of financial import in gaming from technological, legal, and ethical points of view.
To understand the new dynamic in gaming and online gaming it is helpful to have an analogy. Compare the development of gaming to the development of professional basketball. Certainly, when James Naismith "invented" the game of basketball, he wasn't thinking of the NBA; he was just having fun with a ball and a hoop. A game of basketball would be played in the backyard. The best player in town would be known to all the other people who played basketball, but would only be famous in this limited circle.
Self centered and other oriented lies are two different types of lies. Self centered are lies people use in order to lie about themselves , while other oriented are lies people use to lie about other people. In the scientific article written by Depaulo presented that a participant would tell more self- centered lies than other oriented lies. According to a mixed model forty five percent
“No matter how you hope, no matter how you try, you can’t make truth out of a lie” (Berenstain 1). Various children programs or books, like The Berenstain Bears, try to discourage children from lying. They attempt to do this by informing them of the consequences lying brings. Every day, countless people find themselves being deceived, whether by their coworkers, friends, or family. While some lies may appear harmless, most do more harm than good. Lying takes on several different modes for which it infests itself into the daily grind. A few of these configurations are white lies, facades, delusion or doublespeak. More than half of the population have become desensitized to deceit, because today lying is prevalent, and doublespeak is predominant
Since the introduction of video games in the late 1900s, people of all ages have been captivated by virtual reality and experiences that can be shared by family and friends. Like many forms of media, video games have been the subject of continual controversy and censorship, due to the use of graphic violence, sexual themes, substance abuse, gambling, propaganda, profanity or any other sensitive subject matter in various games. The video game industry has dealt with several issues concerning their rating system in the past and people have wondered whether they need external help to address this problem. The video game industry is doing a sufficient job of regulating itself when involving mature content in violent games and the government should not interfere in this industry's ratings system.
Bissell, Tom. Extra Lives: Why Video Games Matter. New York, NY: Pantheon Books, 2010. Print.
Mr. David Myers in “This Will Make You Smarter,” wrote an article called “Self-Serving Bias.” His ideas for writing this article were to illustrate the importance of how each of us thinks about ourselves and others. According to the author, we may not be fair or objective in some of our judgments. With respect to judging ourselves, we may be motivated to have a positive self-concept and high self-esteem. However, we may be biased in how we perceive ourselves. The author defined “Self-Serving Bias” as the tendency to judge oneself in a positive manner even when the positive evaluation is not justified.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
Video games have been a rapidly expanding industry since their inception in the 1970s. Along with their growth have come concerns about violent video games and their effects on aggression and violence in young people. The endless numbers of school shootings have pushed this issue to the forefront. These events brought about the question: do violent video games induce aggression in youth? That’s the question I set out to answer by looking at research. The research shows that there is a link between playing video games and increases in aggression in adolescents. What implications does this fact have ethically? It means that video game producers and distributors need to be held responsible for their releases and the way they end up in the hands of kids.
Gambling is described as the betting of money or property on the result of an event or game that is mainly random with the desire to win more money or gain additional property. The industry or sector created by the activity of legal gambling is referred to as gaming. Since inception, gambling and gaming has continued to develop to an extent that it worth more than $335 billion across the globe. Most of the revenues obtained in this industry are generated by casinos and lotteries. In the past few years, gambling and gaming have attracted significant concern and controversy, especially with regards to the morality of the practice and whether its financial benefits outweigh the damage. While proponents of gambling
In the movie Donnie Darko a jet engine from the future crashes into Donnie's bedroom and starts a parallel world which will end in twenty eight days. Donnie's sister, Elizabeth, gets dropped off by her boyfriend, Frank, seconds before the jet engine lands in Donnie's room. Donnie was not hurt in this freak accident because he was called outside during his sleep by a giant rabbit named Frank. (And as the movie continues Donnie gets farther and farther away from his house every time he sleep walks. This shows Donnie's feelings about leaving home.) Frank tells Donnie, "Im here to save you because the world is coming to an end; twenty-eight days, six hours, forty-two minutes, twelve seconds." The relation that both characters' names are Frank is not an accident. Frank the giant rabbit is a premonition from the future. Frank, Elizabeth's boyfriend, dresses as a scary giant rabbit for a Halloween party when Donnie kills him. Mr. Darko, Donnie's dad, also mentions, during the movie, a man named Frank Feedler; a friend from high school that died on the way to his prom. Frank Feedler had also mentioned before his death that he was "doomed."
The censoring of violent video games has been a controversial issue since the early 90’s to the present time, and has been growing more and more with the advanced graphics that have been developing each and every year. (Including the fact that people react even more to the unexplained missions that they give in video games). For the good of society violent video games should be banned.
We have all watched cartoons where conscience comes into play. In the situation, the character is confronted with the angel and the devil on his shoulder. Based on how each plays up his side of the story, the character either chooses the angel, his conscience, or the devil, his carnal desires. But is everything as simple as the cartoon makes it seem? Erich Fromm, in "Disobedience as a Psychological and Moral Problem" states choosing the "angel" because of the perception of good is just as bad as choosing the devil. Fromm also states disobedience of authoritarian conscience increases the ability to "be and to judge oneself." Because of this, humanistic conscience is more important. (2-3)
"Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3.
According to Glass (2013), lying can be major piece of human relationship. In some cases, it permits us to blend in and survive in association with people in the world (p.19). Glass (2013) mentioned that there are seven reasons why a person lie. First of all, people lie to avoid hurting other’s feelings. In Dawson (2006) example, “Julie may have just saved her friendship by telling a lie” (p.43). Julie lied to Pat about her ugly dress just to avoid offending her. Secondly, people will lie for ulterior motives. For instance, one will lie to keep his/her job, or one will make a sale to get the client impressed and want to buy from him/her. Third, people will lie for self-protection. For example, when a person is a witness of a crime, he would lie, not to protect the criminal, but rather to not be considered as a snitch. And nowadays, being a snitch or being on the side of the law means risk to you and to your loved ones. Fourth reason is lying to present a positive image of himself and avoid rejection. Most of the single people who are searching for a mate go on a dating site. However, in this site, not all information are valid. People tend to lie about their weight, their height, their job, and their age just to present a better picture of themselves to someone else. In a few words, they are making an effort not to be rejected from first look. The fifth reason to lie is to avoid any
People suspect the growth of this competitive scene is due to the gambling aspect of gaming. In 1994, the Kiplinger Washington Letter stated, “Gambling will be the fastest growing industry of the Nineties.” This statement is very true and applies to competitive gaming as well. As soon as you enter the world of competitive gaming, it's nearly impossible to leave. The industry of competitive video gaming has been up and coming, but now it is at it's peek. The world around us is changing every day, similar to the world of competitive sports, but the world of competitive gaming is here to stay.
The playing of online games impacts teenage gamers socially, educationally, ethically and psychologically on teenagers. This issue involves numerous stake holders. They are mainly teenagers, parents, friends, policeman, and the game company.