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Di Muzio's Argument For The Immmorality Of Horror Films

1075 Words5 Pages

Actions within a fictional world impact the overall function of the real world, thus morality within fictional worlds must be considered in the discussion of video games. In video games the choices that players make, regardless of the outcome alter their ability to make moral decisions for future. In this paper, I will present Di Muzio’s account for the immorality of horror films and relate his argument towards the content of video games, through invoked emotion and moral responses. I argue that video games create moral problems due the idea of eucatastrophy which causes suspension of correct moral attitudes that are essential to human behavior as laid out by Di Muzio. Eucatastophy allows individuals to make immoral decisions thus providing …show more content…

Video games play similar roles as films through the possibility of emotion. Most video games can provoke a strong emotional response from their player, the games due so by creating characters in which the player can grow attached to. While not all video games are meant to provoke a strong emotional response, such as Tetris, Dig Dug, or Pong, there are still games that individuals play for the storyline and the emotions that come from it, such as Life is Strange, Doki Doki Literature Club, or even no-one has to die. The emotional responses are not always ones of fear, or excitement like horror movies create, but they create attachment from the player to the player character. This attachment then leads to both investment and emotion on behalf of the player. Due to the presence of player interaction the player has more investment in the content within a video game because it is often understood that the player’s choices will ultimately affect the events that occur in game. In this manner, the emotional response that is created holds more weight to the player than a viewer of the film. This is because a player becomes part of the game via interaction, where as a viewer of a film simply watches from a third person

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