Tag Archives: Plato

Violence & Video Games, Yet Again.

Manhunt (video game)

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While there is an abundance of violence in the real world, there is also considerable focus on the virtual violence of video games. Interestingly, some people (such as the head of the NRA) blame real violence on the virtual violence of video games. The idea that art can corrupt people is nothing new and dates back at least to Plato’s discussion of the corrupting influence of art. While he was mainly worried about the corrupting influence of tragedy and comedy, he also raised concerns about violence and sex. These days we generally do not worry about the nefarious influence of tragedy and comedy, but there is considerable concern about violence.

While I am a gamer, I do have concerns about the possible influence of video games on actual behavior. For example, one of my published essays is on the distinction between virtual vice and virtual virtue and in this essay I raise concerns about the potential dangers of video games that are focused on vice. While I do have concerns about the impact of video games, there has been little in the way of significant evidence supporting the claim that video games have a meaningful role in causing real-world violence. However, such studies are fairly popular and generally get attention from the media.

The most recent study purports to show that teenage boys might become desensitized to violence because of extensive playing of video games. While some folks will take this study as showing a connection between video games and violence, it is well worth considering the details of the study in the context of causal reasoning involving populations.

When conducting a cause to effect experiment, one rather important factor is the size of experimental group (those exposed to the cause) and the control group (those not exposed to the cause). The smaller the number of subjects, the more likely that the difference between the groups is due to factors other than the (alleged) causal factor. There is also the concern with generalizing the results from the experiment to the whole population.

The experiment in question consisted of 30 boys (ages 13-15) in total. As a sample for determining a causal connection, the sample is too small for real confidence to be placed in the results. There is also the fact that the sample is far too small to support a generalization from the 30 boys to the general population of teenage boys. In fact, the experiment hardly seems worth conducting with such a small sample and is certainly not worth reporting on-except as an illustration of how research should not be conducted.

The researchers had the boys play a violent video game and a non-violent video game in the evening and compared the results. According to the researchers, those who played the violent video game had faster heart rates and lower sleep quality. They also reported “increased feelings of sadness.”  After playing the violent game, the boys  had greater stress and anxiety.

According to one researcher, “The violent game seems to have elicited more stress at bedtime in both groups, and it also seems as if the violent game in general caused some kind of exhaustion. However, the exhaustion didn’t seem to be of the kind that normally promotes good sleep, but rather as a stressful factor that can impair sleep quality.”

Being a veteran of violent video games, these results are consistent with my own experiences. I have found that if I play a combat game, be it a first person shooter, an MMO or a real time strategy game, too close to bedtime, I have trouble sleeping. Crudely put, I find that I am “keyed” up and if I am unable to “calm down” before trying to sleep, my sleep is generally not very restful. I really noticed this when I was raiding in WOW. A raid is a high stress situation (game stress, anyway) that requires hyper-vigilance and it takes time to “come down” from that. I have experienced the same thing with actual fighting (martial arts training, not random violence).  I’ve even experienced something comparable when I’ve been awoken by a big spider crawling on my face-I did not sleep quite so well after that. Graduate school, as might be imagined, put me into this state of poor sleep for about five years.

In general, then, it makes sense that violent video games would have this effect-which is why it is not a good idea to game up until bed time if you want to get a good night’s sleep. Of course, it is a generally a good idea to relax about an hour before bedtime-don’t check email, don’t get on Facebook, don’t do work and so on.

While not playing games before bedtime is a good idea, the question remains as to how these findings connect to violence and video games. According to the researchers, the differences between the two groups “suggest that frequent exposure to violent video games may have a desensitizing effect.”

Laying aside the problem that the sample is far too small to provide significant results that can be reliably extended to the general population of teenage boys, there is also the problem that there seems to be a rather large chasm between the observed behavior (anxiety and lower sleep quality) and being desensitized to violence. The researchers do note that the cause and effect relationship was not established and they did consider the possibility of reversed causation (that the video games are not causing these traits, but that boys with those traits are drawn to violent video games).  As such, the main impact of the study seems to be that it got media attention for the researchers. This would suggest another avenue of research: the corrupting influence of media attention on researching video games and violence.

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Video Games, Movies & Violence

English: Logo used for Rockstar Games's Grand ...

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Each time a mass shooting occurs in the United States, there is an effort to determine the causes (or lay the blame). This process generally follows a predictable script. Those who hate guns, blame the guns. Those who love guns say “guns don’t kill people, people kill people.” Those of the cult of pop psychology appear on the news shows to discuss whatever “theory” they are currently selling in their self-help books. Those who study the workings of the mind present their latest theories. And, of course, there is the ritual blaming of violent video games and violent movies. This time around, the National Rifle Association explicitly blamed Hollywood while proposing that the United States should post an armed guard in each school.

While I have written often about video games, movies and violence I clearly have my own small part in the scripted play and here I am writing about them again.

The archetype argument for the claim that the arts (in this case video games and movies) can cause people to behave badly is based on Plato’s argument in the Republic. In that work, Plato contends that the arts can corrupt the soul and cause people to give in to feelings such as lust, anger and humor in ways that they should not. In the case of mass shootings, the basic idea remains the same: exposure to violent content in video games and movies can cause people to engage in real violence, such as engaging in a mass shooting at a movie theater or school.

The idea that violent video games and movies can affect people is not implausible. In fact, I have my two standard arguments in support of the claim that violent media can play a causal role in actual violent behavior.

First, repeated exposure to game or movie violence can condition a person to accept violence as normal. This is because people generally base their conception of normal based partially on what they generally experience. So, if fictional violence becomes a normal part of a person’s life, it makes sense that she might become desensitized to violence (or accustomed to it) and thus less more likely to give in to violent impulses.

Censoring such violence would reduce the exposure of people (or certain people) to virtual violence and thus they would presumably be less likely to be violent.

My second standard argument is based on the idea that the violence of movies and games is a curriculum of virtual violence that often teaches that violence is an effective and acceptable solution to problems. Popular video games such as Halo 4 and World of Warcraft are focused on violence, albeit in the context of science fiction and fantasy. There are also popular first person shooters, such as the Call of Duty series, that involve engaging in violence against other virtual humans. There is also the infamous Grand Theft Auto series of games in which one plays a bad person doing bad things. In the case of movies, even movies such as the Avengers and the Hobbit include considerable violence. Given the lessons taught by these movies and games, it makes some sense to think that people exposed to them might be more inclined to consider violence an option, perhaps in emulation of the games or movies. As such, perhaps some blame can be placed on video games and movies.

While a reasonable case can be made in favor of being suspicious of violent video games and movies, there is the rather important matter of sorting out the extent of the influence. That is, working out the causality of the matter.

Obviously enough, exposure to violent movies or games is not a necessary condition for a person engaging in violent behavior. A necessary causal condition is a condition that is required for the effect to occur. Put another way, without the necessary condition, what it is necessary for cannot be the case. For example, the presence of oxygen is a necessary causal condition for human life.

While humans have been engaging in violence since there have been humans, movies and video games are rather recent inventions. As such, exposure to them cannot be a necessary cause of violence. After all, there would have been no violence until they were invented if this were the case.

Naturally, it could be claimed that any violent art (such as a story about war) or violent games (like chess) can cause people to be violent and these are rather old. However, the obvious counter is that humans were probably killers before they were artists and gamers.

Equally obvious is the fact that exposure to violent movies or video games is not a sufficient cause of violence. A sufficient causal condition is such that it will bring about its effect by itself. For example, decapitating a human is sufficient to cause death.

Millions of people (including me and many of my friends) have played violent video games without ever having engaged in acts of significant violence, such as murder or mass murder. Also, billions of people have probably seen violent movies without engaging in such violence. As such, exposure to violent movies or video games is clearly not a sufficient condition.

As might be imagined, sensible people do not claim that such exposure is a necessary or sufficient cause of violence. However, there are other types of causal connections.

One plausible type of causal connection is that exposure to such video games or movies is a contributory cause. That is, such exposure is one more straw on the camel’s back and the weight of various causes can result in that final break. On this view, merely seeing such virtual violence would not cause someone to engage in violence. However, it does contribute to the person’s tendency towards violence and hence is a causal factor.  As might be imagined, determining the contribution of a contributory cause can be challenging—especially if the contribution is fairly weak.

Sorting out such weak casual factors typically requires relatively large causal scale studies (or experiments). In such cases, the goal is to determine the effect of the alleged cause on the population in question. When talking about causation in a population, the bar is set fairly low (but sensibly so). To claim that cause C causes effect E in population P is to say that there would be more cases of effect E in population P if every member of P were exposed to C than if none were so exposed. This does make sense. After all, if C does bring about a difference, even a tiny one, it would be a causal factor.

On the face of it, it is not implausible to claim that exposing everyone on the planet to violent video games or violent movies would result in some (more than zero) increase in violence. However, this is no doubt true of many other things—even seemingly innocuous things like refined sugar or Justin Bieber’s music.

Even if it is assumed that such exposure can have a causal role in actual violence, there is the rather obvious concern about the extent of the casual role and to what extent (if any) this warrants controlling people’s exposure to these violent movies and video games.

As noted above, people who were never exposed to violent video games or movies have engaged in violence over the centuries. Also, the overwhelming majority of people who have been exposed to violent video games or movies have not engaged in unusual acts of violence. As such, the causal connection (if there is one) seems to be extremely weak.

Given such exposure could play a causal role it might be tempting to support the censorship of such violent works. After all, reducing the chance of violence might be regarded as worth the infringement of the freedom of expression. As might be imagined, when people are still emotionally reeling from a terrible event there is often a desire to do anything that might lower the chances of such a thing happening again. Of course, making a rational decision requires considering the matter properly and this involves considering the potential harms and costs of such an approach, however well intentioned.

Obviously enough, human societies typically operate in a way that involves tolerating things that cause harms based on the perceived benefits of those things. For example, although tens of thousands of people die each year in events involving automobiles, we tolerate automobiles because of their benefits. As another example, we allow drugs with awful side effects to be legally sold presumably because of their benefits. We also tolerate war because of the alleged benefits. We do, of course, ban some things because of the harms they do (or could do). For example, people cannot legally sell contaminated food. As another example, I cannot legally own biochemical weapons.

Sorting through the various things that are banned or illegal, it would seem that we are generally willing to tolerate a considerable amount of harm provided that there are some benefits (typically profits). Consistency would, of course, require us to apply the same principle to violent movies and violent video games.

As such, one way to look at the matter is to imagine that violent movies and video games were pharmaceuticals, foods or automobiles and apply the same basic standards used to assess whether such things should be banned.

As noted above, millions of people are exposed to violent video games or movies. These people typically enjoy them and most of them certainly seem to be unharmed. In fact, people seem to be in far more danger from the junk food they typically eat and drink at the movies or while playing video games. They are, obviously, vastly less dangerous than automobiles in terms of the body count generated—even if we assume that such exposure does cause people to behave violently. Video games and movies are also big money makers.

Violent video games and movies also seem to have far fewer negative side effects than many legal medications—even those sold without prescriptions. Also, there are reasonable grounds to believe that people can, as Aristotle argued, experience an emotional catharsis by being exposed to the arts. As such, while some people might experience negative side effects from such exposure, other people might be “medicating” themselves by exhausting their violent impulses in art rather than reality.

As such, if censoring video games and movies would be warranted because of the alleged harms, then consistency would require that we also ban many other things that are clearly far more dangerous. After all, if the goal is to prevent harm and death, it hardly matters whether those who die do so because of a bullet, a car, a pill, or a Big Gulp.

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Our Father vs Big Brother

The tape of Mitt Romney speaking to his cohorts in what could be described as a proverbial back-room seems to have had a lasting effect – we’ll see if it turns out to make all the difference, but it certainly brought into focus the image of Romney as oblivious aristocrat.

But even more interesting to me than the specifics of this candidate’s attitudes was the evidence of a change in certain social and technological expectations. Many people responded to Romney’s comments by shaking their heads at the fact that he would say those things out loud, that he would speak so candidly. Sure, he was at a fundraiser with other super-rich political puppeteers, but he must have known the information could get out…

Of course, a couple decades ago, it probably would not have. Even if a member of the staff could afford a hidden camera it would have taken a lot of planning and setting up to get the material, and once it was on tape it would have taken a lot of work to get it nationally aired. It may not seem like that’s that much commitment, but it’s definitely active and organized: hide tiny expensive specialty technology beforehand, and then transfer incriminating material to a standard medium, and try to get a national news outlet’s attention without being dismissed as some kind of conspirator (in fact, many journalists back then might have rejected the tape as unethical just because Romney clearly doesn’t realize he’s being taped).

Today, a person does not even have to really care about the consequences – sometimes people will record things just because they can. In a room with a famous person and some number of non-guests with iPhones, it is not at all surprising that someone recorded Romney speaking and then put a portion of it on YouTube—there did not even need to be intent behind it. The ease of catching a person in the act has increased so monumentally that the very idea of a backroom deal is in trouble.* Anyone can tape the conversation and show it to a potential audience of millions, and they don’t even need to dislike you or want to cause harm. It’s just information sharing—the connotations or potential impact of the information is not always considered (this happens on Facebook all the time: a photo posted in fun in one context is evidence of a promise broken in another, for instance).

The idea that we are losing privacy, and even losing the desire for privacy, has been argued about since technology and the internet especially first began allowing for these new methods of disclosure. An angle I want to focus on is the concurrence this has with a rise in atheism. There are plenty of other reasons that the idea of God is not as popular as it once was, and technology and the internet can contribute to the phenomenon in other ways. But there’s a social, pragmatic level at which God is becoming obsolete that could be a factor.

One of the classic reasons to have a concept of God from society’s point of view is the same as a reason to have Santa: “he knows when you’ve been bad or good, so be good for goodness’ sake.” From an intellectual standpoint this may not be convincing – Plato, for instance, attempts to show why we can’t use God as a referee when discussing the question of ethics in The Republic. The story of the Ring of Gyges, a ring which allows its wearer to become invisible and thus get away with any sort of immoral behavior she chooses with no repercussions, leads to the argument that even if the wearer is invisible, surely the Gods still know and can still judge. The original argument illustrated by the story of the ring is that people only act ethically when they are being watched, and this comeback says, well, you are always being watched by God so the point is moot. God serves as an external conscience.
But in The Republic, this idea is debunked—God is unreliable, and can be appeased by gifts or pleas for forgiveness. If you do something wrong, you can always get back on His good side. In other words, your conscience may know you were unethical this once, but do something extra-nice next week, and you’ll feel it’s been evened out.

In that way, Big Brother is more effective. If a person wants to steal something in a store, but thinks “No, God will know what I’ve done,” they might stop themselves. But they may also imagine that they can bargain with the big guy and promise to never do something like this ever again. On the other hand, if they believe there is a camera coming at them in every direction it will be harder to make that kind of deal. Our increasingly Panoptic forms of life make it possible to see this particular utility of God being overshadowed, since people with videos are a lot more direct and aggressive.

I am not suggesting that would consciously affect beliefs, but if the fear of moral oversight were to shift realistically toward peers, one of God’s greatest strengths would be made irrelevant. Sure, no video can see into your heart: but if it becomes widely expected that everything that happens in a public or semi-public space could be broadcast, that knowledge could play the part of an external conscience just as well as religion.

It’s true that God was famously described as dead over a century ago by Nietzsche, and he too was concerned with moral issues. However, his focus was on the lack of cohesion or agreement in beliefs, whereas I am addressing the much more mundane but perhaps more convincing issue of the cohesion of facts. That is, Nietzsche thought the concept of God was coextensive with the idea of absolute truth, and as that became untenable, religion would die. It’s arguable to what degree that happened, but the issue here is not what is right, but whether the right thing has to be done. God as an externalized conscience becomes less effective when society is doing the job in a more obvious and graspable way (which doesn’t require that God isn’t real, just that His methods are less convincing).

It could easily be coincidence that secularism is on the rise at the same time as surveillance and general recording become the norm, but I’m suggesting that it is part of larger cultural shift, and that the notion of God just fits less easily into a world where we can already picture a very ordinary kind of “all-seeing, all-knowing” presence. What was once supernatural is now merely artificial.

*I wouldn’t want to imply that therefore people will start being ethical, however. There are always adaptations and ways around – the idea is just that a fear of being seen is becoming much more real.

Boobs for Boobs’ Sake

Detail of The School of Athens by Raffaello Sa...

Detail of The School of Athens by Raffaello Sanzio, 1509, showing Plato (left) and Aristotle (right) (Photo credit: Wikipedia)

As I mentioned in a previous essay, I recently started watching HBO’s Game of Thrones. In addition to noticing the predominance of evil, I also noticed that the show apparently had a budget for boobs (a large budget, as a friend of mine commented on Facebook). When talking about the show, I jokingly claimed that HBO stood for wHores, Boobs and Obscenity but a bit of reflection on shows like True Blood and Game of Thrones revealed that that this was rather dead on. Of course, the display of breasts in not limited to Game of Thrones. As a fan of science fiction and fantasy, I am well aware that the breast is a standard guest in many works of the genre.

While I was dismayed by the evil in Game of Thrones, I was also somewhat dismayed by the amount of nudity. To be honest, my reaction was somewhat split. As a straight male, I am reasonably confident that I am hardwired to be very much in favor of boobs and accept that, in general, the more boobs the better. There is no doubt a circuit in the male brain says “if boobs, then yay!” Of course, this is a fairly base reaction and is not a matter of reflection. There is, not surprisingly, clearly an interesting issue here.

In terms of objecting to the display of nudity (specifically boobs) in such aesthetic works as Game of Thrones there seems to be to main avenues of approach. The first is ethical and the second is aesthetical.

In regards to ethics, one stock moral objection to nudity is that nudity is something inherently wrong and is something dirty or filthy. This view is typically grounded on a religious foundation which casts nudity as something shameful. Not surprisingly, this is commonly based in the story of Adam and Eve in which the pair learn to be ashamed of their nudity and this seems to set the stage for a puritanical view of the human form that persists to this day. There is, of course, a strong tendency to cast female nudity as being especially bad—there is an abundance of feminist literature addressing this point and hence I will not expand on this here.

Some people take a somewhat different view, claiming that it is men that are the problem and the moral weakness of men entails that women must always be covered. However, the result tends to be a similar view: female nudity is a moral threat.

While this sort of view is popular, it is not one I subscribe to. As far as the religious foundation, there are two obvious replies. The first is that the burden of proof rests on those who make such an argument—they need to prove that God exists and that God is okay with the idea that the human form is “dirty” and should be covered in shame. That is, God’s own handiwork is a shameful thing. The second is that the human form does not seem to be dirty and although some people might stand some more time working out, there does seem to be a beauty to the human body—as the ancient Greeks and others clearly believed. Thus, while the shame argument is not without merit, I do not find it convincing and it is certainly not the foundation of my dismay at gratuitous nudity.

A second stock moral objection to nudity is from Plato, namely that the portrayal of lustful behavior will corrupt the viewer because the viewer will not be on guard against said corruption. On this view, it is not that the nudity itself is bad; rather it would be the lustful behavior that is typically associated with said nudity. As such, the concern about nudity would be secondary, although the display of nudity would presumably augment the alleged corrupting power of the art.

This argument does have some appeal. After all, what people experience (even fictional experiences) does help shape how people think and behave. Hence, exposure to nudity and lustful behavior in art could shape people in negative ways. This is similar to a common argument against pornography. Of course, the nudity in science fiction and fantasy is supposed to not be of primary concern whereas pornography is supposed to be focused primarily on the nudity and sex.

While this argument does seem reasonable, the corrupting power of the occasional breast or other nudity in science fiction or fantasy works seems rather limited. To use an analogy to radiation, the amount of exposure does generally not seem enough to provide a dangerous dose of boob (and this assumes there is a dangerous dose). As such, the corruption argument does not really motivate my dismay at the typical nudity in such works.

A third moral argument is a specific variation on the corruption argument and is one that is commonly presented by feminist thinkers in regards to female nudity. The idea is that the use of female nudity in this way demeans women by using them as mere sexual objects. This is harmful to both females (who are demeaned and objectified) and males (who learn to demean and objectify) and hence wrong.

This argument does have some appeal. After all, looking at the demographic target for science fiction and fantasy that includes nudity (usually boys and nerdy men) it seems very likely that the nudity is there to attract and titillate the male viewers. That is, the women are being exploited as objects for the amusement of men. This does work—I recall, as a young guy, people talking about seeing certain movies specifically for the nude scenes.

Even then, this struck me as a bit odd—I recall asking a friend why he just did not get a Penthouse or Playboy if he wanted to see nudity (this was long before the internet). These days, of course, the internet is chock full of all the nudity and sex anyone could want and this seems to make gratuitous nudity make even less sense. My suspicion is that the situation is rather like with the way it was with Playboy. People used to say that they got Playboy for the articles and perhaps people do the same thing with science-fiction and fantasy works that feature nudity—they can say they are watching it for the story and that the nudity just happens to be there. Presumably this works in a way similar to the psychology that allows a person to feel that they are dieting when they have a diet soda with their megameal.

Getting back to the main subject, this line of argumentation does have merit—most cases of nudity in such works occurs simply to appeal to the target demographic and clearly seems to be objectifying and demeaning women. This does not, of course, even take into account women being cast as sexual victims (prostitutes, rape victims and so on) in such works.

That said, there is a reasonable concern that this sort of argument can bring one into the moral territory of the other two moral arguments. After all, if it is claimed that nudity demeans a woman and presents her as a mere object, then this would seem to entail that there is something wrong about the female body, which seems somewhat problematic from many feminist perspectives. The easy reply is, of course, that it is not the woman’s body that is wrong, but rather the way the woman is being treated and the specific context. This seems like a reasonable reply.

In my own case, I do admit that this is part of the reason that I often feel dismay at such nudity. It is not so much the nudity itself, but the way it is used and the context, which is often demeaning. However, the moral aspects of the matter do not exhaust the issue and there remains the aesthetic aspect.

When it comes to aesthetics, I am something of a traditionalist. To be specific, I draw much of my aesthetic theory from thinkers like Plato and Aristotle. While I have already mentioned Plato’s argument, I will now borrow a bit from Aristotle.

When I teach my students how to write the paper for my classes, I discuss the matter of deciding what should and should not be in the paper. I base this discussion on Aristotle’s view that a work should be a complete whole as defined by the purpose of the work. I tell my students that there is a simple test to decide whether something should be left in or left out, namely to leave it out and see whether this improves, worsens or leaves the work the same. Obviously, if leaving it out makes the work worse relative to its purpose, then it should be retained. Otherwise it should be removed. This same sort of principle can be applied to nudity in works of science fiction and fantasy.

While a discussion of the purposes of science fiction and fantasy would go beyond the limited scope of this essay, it does seem reasonable to accept that their primary purpose is not to serve as a platform for displaying boobs to men. That is, of course, the purpose of pornography. As works of fiction, their main purpose is to present a story (at least as Aristotle would argue) and that should be the main focus. Sticking with Aristotle, the display of nudity would typically seem to be part of the spectacle rather than part of the story. That is to say, that the nudity does not (in almost all cases) advance the plot in a way that is probably or necessary in order to achieve the purpose of the work.

What is hardly surprising is that science-fiction and fantasy have a long tradition of gratuitous nudity that has no connection at all to the plot. For example, in Moontrap there is a completely gratuitous stripper scene that has nothing to do with the plot (what little plot there was).  As far as why I used that example, the image of Chekov (Walter Koenig) in a strip joint stuck in my mind. Obviously, gratuitous nudity by its nature lacks an aesthetic justification.

Interestingly, some movies and shows have attempted to merge plot and sex, creating what Myles McNutt called “sexposition”, which is when characters present exposition while having sex.

Not surprisingly, this attempt to merge sex/nudity and exposition seems to be an aesthetic failure. First, it seems to be rather odd to have people engaged in lengthy exposition during sex. While I am not an expert on sex, it seems that is not something that people would do. As such, this makes the scenes less in accord with what is probable. Second, the nudity still seems to add nothing to the plot—the exposition is doing all that and hence the nudity is gratuitous and would seem to have no aesthetic justification.

In addition to not adding anything to the story, the use of gratuitous nudity seems to have two other flaws. The first is that it can be seen as an insult to the audience—that they need to be thrown a boob or two in order to retain interest in the work. Of course, this might be true of some people. Second, it would seem to show a lack of talent on the part of those creating the work.  After all, if they cannot sustain interest through aesthetic means and need to throw in nudity to keep people interested or to fill the visual space while characters are engaged in lengthy exposition, then they would seem to be lacking in their craft. Of course, it is fair to keep in mind that a show or film is subject to many influences and creators and that the nudity stuck into a work might not be the idea of the writer or director and hence should not be held against them. For example, some of the nudity and sexposition in the Game of Thrones need not be what Martin envisioned and what was added to his work is not his fault.

These arguments do not exclude all nudity. After all, there can be cases in which the nudity is warranted on aesthetic grounds. For example, the nudity in a scene might be required for realism and the scene might be an important part of the plot. That is, removing the scene or the nudity would result in an inferior aesthetic result. I am sure that there are such cases, but none come to mind.

As another example, the nudity might actually be an important part of the experience the work is supposed to create. For example, From Dusk Till Dawn can be seen as intentionally embracing the stereotypes of the genre which must, of necessity, include gratuitous nudity. As such, the nudity does serve a legitimate aesthetic purpose in that work. Maybe.

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The Ethics of Porn

English: Porn star Cytherea at XRCO Awards in ...

“No porno has ever lost money”, or so said a running friend of mine when he quoted one of his economic professors. This was some years ago and it appears that it is no longer true. Ironically, porn has been a victim of the internet. Much as video killed the radio star, the internet has killed the porn star.

At this point, most folks are probably thinking “that cannot be true! Far from killing porn, the internet is for porn.” This is both true and not true: the internet did kill porn. But the internet is also for porn. Fortunately, this is not some sort of Schrodinger’s Porn in which the porn is neither alive nor dead until it is observed. Rather, the situation can easily be explained without any odd quantum physics.

While I am sure that the readers of this blog have never witnessed this in person, the internet tubes are jammed with porn. Because of this, the traditional porn industry (like the newspaper industry) is in hard times (which is surely the name of a porno). After all, when people can get their porn anonymously and  for free (or at least very cheaply) on the web, they are unlikely to buy the traditional porn movies. As such, it is no surprise that the traditional porn industry has gone from a money making giant to being in its death spiral. As such, the internet has killed (traditional) porn, while the internet is most definitely for porn. Interestingly enough, this decline of the traditional porn industry does raise some ethical concerns.

One point of concern is one that arises whenever an industry is in a death spiral, namely a concern for the people who work in that industry. While some porn stars have been able to achieve success outside of porn, the fall of the traditional porn industry will leave most of the performers in a rather hard situation (which, I am sure, is also the name of a porno). To be specific, many of them will have no qualifications beyond having sex on camera and will have little in the ways of savings and opportunities. While some will be able to switch careers, some will not. As such, it seems worth being concerned about these people.

One obvious reply is that this sort of industry death is just the way of things and economic causalities are inevitable. After all, the rise of the steam engine, electricity and so on killed many industries and the internet is just the most recent example of a economic re-definer. As such, while the economic woes of the folks in porn  is regrettable, we have no special obligation to support those who elected to enter a dying industry. They can, of course, avail themselves of the usual support offered to the unemployed and they can attempt find employment elsewhere.

A second reply is that the death of the porn industry can be seen as a good thing. After all, feminists have long argued that the typical porn is demeaning and harmful and thus morally wrong. Religious groups and moral conservatives have also argued against porn because of its corrupting influence (often unconsciously duplicating Plato’s classic arguments for banning the corrupting influence of art from the ideal state). Thus, the death of porn is a good thing.

The rather obvious reply is that the death of the porn industry is not the death of porn. As noted above, porn is thriving on the internet. To use an analogy, the state of porn is somewhat like the state of newspapers: while the traditional professional industry is dying, the amateurs are flooding the web with words and porn.

Given this fact, it might be expected that those who worked in the professional porn industry can flock to the electronic frontier and make a living in web porn. After all, if Facebook can rake in billions allowing people to post about eating a bagel and to share cat photos, surely something like F@ckbook could be created to provide a home for porn performers.

The obvious reply to this is that the people using Facebook do not make money and presumably the porn performers on F@ckbook would be in the same boat-although someone else would probably get rich. As far as the performers working on the web, one has but to look at the financial success of the typical blogger to get an idea how well going amateur typically pays on the web. After all, people are generally not inclined to pay for what they can get for free. This is not to say that clever people are no longer able to monetize porn, just that the performers will almost certainly be worse off in the new porn economy.

A final point of moral concern is whether or not the porn viewers have a moral debt to those who make it possible for them to see porn. This is not, of course, unique to porn and a similar question arises when it comes to journalism, music, books, non-porn movies and so on. After all, people can readily acquire almost anything digital for free (legitimately or by theft) on the web.

Since I have argued about digital theft in other essays, I will simply note that an excellent case can be made that stealing digital content is morally wrong. As such, the arguments I have made elsewhere would seem to apply to stealing porn as well. However, there is an interesting potential twist here: perhaps the moral dubiousness of the porn industry can provide a moral justification for stealing porn. That is, doing something bad to a bad industry is not bad.

While this has a certain superficial appeal, it can easily be countered. First, stealing from the porn industry is still stealing. Second, stealing from the porn industry does not seem to do anything to counter any moral badness of the industry-that is, the theft cannot be justified on the grounds that it makes things morally better. It could, of course, be justified on the grounds that it might be denying income to the wicked. But, of course, this leads to the third counter: a person steals porn to use porn, thus any moral high ground is clearly lost. This would be somewhat like a person arguing that it is okay to steal drugs to use from drug dealers because drugs are bad. This would, obviously, be a rather poor moral argument.

As far as the free content goes, while giving such product away for free might not be the wisest business model, availing oneself of free stuff is clearly not morally wrong. However, there is still the question of whether or not one should simply free ride an industry rather than contributing to it financially.

On the one hand, a person obviously has no moral obligation to support an industry because s/he has taken free stuff from said industry. After all, it is free. On the other hand, it could be argued that there is some obligation. After all, if the person values what they get for free, then they should contribute to what makes it possible for such stuff to be available for free.

The rather obvious counter to this is that it is up to a business to do what it takes to get customers to support them. If they elect to adopt an approach to business that provides potential customers with everything they want for free, then they have no grounds to complain when those potential customers never actually buy things. While it would be nice of the users to give back to the business, business cannot be sensibly based on this sort of model. As such, it is not so much that the internet killed porn. Rather the porn industry is committing suicide with the internet.

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Reading Euthyphro

I need your help!

I was in Starbucks reading Plato’s Euthyphro, as one does if one wants to fake erudition in the hope of attracting any passing intellectual women, men or goats.

Anyway, I’ve got to say it’s not an easy read – at least, I don’t find it so. I was doing okay, until I came to this section:

Soc. And a thing is not seen because it is visible, but conversely, visible because it is seen; nor is a thing led because it is in the state of being led, or carried because it is in the state of being carried, but the converse of this. And now I think, Euthyphro, that my meaning will be intelligible; and my meaning is, that any state of action or passion implies previous action or passion. It does not become because it is becoming, but it is in a state of becoming because it becomes; neither does it suffer because it is in a state of suffering, but it is in a state of suffering because it suffers. Do you not agree?

Euth. Yes.

Soc. Is not that which is loved in some state either of becoming or suffering?

Euth. Yes.

I have a couple of questions here.

First: Is Plato using the word “becoming” in some special sense here?

Second: Why on earth does Euthyphro respond “Yes” to Socrates’s last question? Why would he (or Socrates, or Plato) think that that which is loved is in a state of suffering (or “becoming”, for that matter)?

Any advice gratefully and humbly received, because at the moment I’m baffled, which rather undermines the whole wishing to appear erudite thing.

Darth VaPaula, Gender and Video Games

Star Wars: The Old Republic

I play Star Wars the  Old Republic. I live in Florida. As such, I was somewhat interested when the Florida Family Association decided to launch an email campaign against Bioware regarding the plans to allow LGBT relationship options in the game.

Lest anyone think that the game is some sort of sex-fest, the relationships between a player character (PC) and a non-player character (NPC) is rather limited. Essentially you get to engage in fairly tame flirting via selecting tame response options and there is some dialog that involves mild sexual themes. For those looking for racy action, you will find much much more on prime time  shows than you will see in SWTOR. While Bioware does an excellent job crafting the personas of the NPCs that the players interact with, I have never been particularly interested in game romance myself. After all, I can do that in real life and I prefer to spend my game time killing bad guys with a light saber, something I cannot do in real life (yet).

However, I know that some players really get into the romance options in Bioware games and it is a rich part of the narrative experience for these folks. As such, I can see why the folks at Florida Family Association are a bit worried. I, too, have been worried when I heard friends speak endlessly of their intimate relationships with NPCs. Of course, my worry is rather different than that of the FFA.

The FFA seems to have two main concerns regarding the possible inclusion of LGBT options in SWTOR:

• Children and teens, who never thought anyway but heterosexual, are now given a choice to be lesbian, gay, bisexual or transgender in their game player.

• Children and teens, who choose non-social agenda characters, would be forced to deal with lesbian, gay, bi-sexual or transgender characters chosen by other players.

In regards to the first problem, if these children and teens (although the game is rated T and hence is intended only for teens) have “never thought anyway but heterosexual”, then they would presumably not chose any of the LGBT options in the conversations with NPCs. Unless Bioware radically changes the game by adding an orientation button, a PC’s sexual orientation is shaped by making choices in various conversations (such as picking a flirt option). As such, kids and teens who are purely heterosexual prior to playing SWTOR would presumably not select the LGBT options. After all, if their minds are devoid of any sexual thoughts other than heterosexual, why would they pick anything else? To use the obvious analogy, if I only think about playing a Jedi, the fact that I have the option to play a trooper would not compel me to play a trooper. That is, if I lack trooper tendencies, I won’t play a trooper in the game. Or real life.

It might be countered that the mere option for such in game behavior could lead the heterosexuals away from their heterosexuality. After all, Plato argued at length in the Republic regarding the corrupting potential of art. As such, perhaps SWTOR could turn kids and teens away from the “hetero side” to the “gay side”. This, of course, assumes that any orientation other than heterosexual is morally wrong-which is an issue that is beyond the scope of this essay.

One obvious response to this line of reasoning is that the kids and teens in question will also face the same options in real life. That is, when encountering actual people in the real world they will sometimes have LGBT options for real. As such, this worry about SWTOR seems rather pointless: if the kids and teens are not going to go to the “gay side” in real life, they surely will not do so in SWTOR. Likewise, if they would go to the “gay side” in SWTOR, then perhaps they would do the same in real life anyway. The game merely allows them the chance to select from options that are available in real life already and there seems to be no reason to think that the game would make straight kids gay.

It might be argued that while straight kids and teens can resist the “gay side” in real life, SWTOR would lure them to the “gay side”, perhaps with cookies. As noted above, Plato did argue that art can have corrupting influences that bypass our normal defenses against such things. For example, Plato noted that while a manly man will not give in to sorrow when faced with tragedy in real life, he can easily be seduced to giving into such unseemly feelings via the nefarious influence of the arts. By analogy, kids and teens who are heterosexual in real life could thus be seduced to the “gay side” by the nefarious influence of the video game. This sort of reasoning is, of course, analogous to that used to argue that video games and art corrupt the youth into being more violent or sexual. After all, when not corrupted by art humans have no interest in either sex or violence.

One obvious reply is that if video games have such a powerful impact on the sexual orientation of the youth, then the lack of LGBT options in SWTOR should have converted LGBT players straight. After all, if the availability of LGBT options is a threat to heterosexuality, then the availability of heterosexual options should be an equal threat to LGBT players. The presence of both options could, presumably, cause players to oscillate in their orientation as they are lured from the “straight side” to the “gay side” and then back again. One would thus assume that the person’s sexual orientation would be set by their last interaction in the game. This, of course, seems rather absurd.

It might be claimed that LGBT options are just so appealing that a heterosexual kid exposed to such options will be lured into picking them, contrary to his/her true sexual orientation. The same, it would need to be argued, is not true of heterosexuality.

One obvious reply is that if the LGBT options were that seductive, then most people would be LGBT.  But this is not the case. Another obvious reply is that if LGBT options are so appealing, then perhaps people should chose them. After all, it generally makes sense to pick what is most appealing. To use an analogy, when I pick my dessert I go with the option that appeals to me the most and take that to the be best option. Likewise, if LGBT is such an awesomely appealing choice over heterosexuality, then perhaps people should be picking that rather than struggling to resist it. Of course, if LGBT options lack this special appeal to people who are nominally straight, then these options present no “threat” in the game or in life.

The second problem, as the FFA sees it, is that kids and teens “would be forced to deal with lesbian, gay, bi-sexual or transgender characters chosen by other players.”

My first reply is that the way the game works, players are not forced to deal with the relationships between other PCs and NPCs. That is, the substantial conversation interactions that involve romance take place without other players being involved. As such, if the folks at the FFA are worried that players will be forced to see LGBT sex or even substantial LGBT conversations, then they are worried about nothing. All they will see is the usual killing and looting that form the majority of the game play. As such, they are worried about something that will not really happen.

Of course, it can be countered that players will encounter some LGBT comments or remarks in the course of play and this takes me to my second reply.

Second, kids and teens are already “forced to deal with” LGBT in real life. They might not realize it, but unless they are kept in isolation they are no doubt regularly encountering and interacting with LGBT people. After all, people do not have “straight” or “LGBT” nameplates over their heads in real life. As such, the worry about encountering LGBT characters in the game seems rather absurd.

Third, there is the obvious moral reply. Imagine if someone said that they were worried that their Christian kids and teens would be forced to deal with Jews, Mormons, Muslims, Hindus and Buddhists. Or that their white kids would have to deal with Hispanics, Asians, and blacks. Such views would be regarded as nothing more than the expression of hate and prejudice. The same certainly seems true of the FFA’s view here. After all, if the KKK does not have the right to demand a racially pure SWTOR, then the FFA would seem to lack the right to demand a gender pure SWTOR.

The FFA does offer an additional argument against the inclusion of LGBT options in STWOR. The FFA contends that because the Star Wars movies did not have any LGBT characters, they should not be in SWTOR.

On the one hand, this does have some small appeal. After all, a game based on a movie universe should reflect that universe. So, for example, since the Star Wars universe lacked Vulcans and Daleks in the movies, they should not be in the game.

On the other hand, this argument is easy to counter.

While the Star Wars movies did not show LGBT characters (as far as we know), there is nothing to indicate that the Star Wars reality is devoid of LGBT. After all, the movies only follow a limited number of characters and there are only a few relationships (Han and Leia, Anikan and Padme, R2 and C3P0). As such, to infer that because there were no open LGBT relationships in the Star Wars movise, then the Star Wars universe is devoid of LGBT relationships would be an odd inference. This would be  on par with inferring that because the movie did not show any dentists, the Star Wars universe lacks dentists.

Another obvious reply is this: suppose the Star Wars movies did not show any female Smugglers (Han Solo’s class), would it follow that the Smuggler class should be restricted to male characters? It would seem not. After all, there is no universe defining reason why a female cannot be a smuggler. Likewise, it is not inherent to the Star Wars universe that it be LGBT free. After all, the opening does not say “In a totally straight galaxy devoid of LGBT…”. As such, Bioware can add these options and still be within the known canon of Star Wars.

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Guardians of the future – Your chance to try it out

Reader of TP may already be familiar with my ‘guardians for future generations’ proposal. James Garvey gave a nice account of his evneing at the Parliamentary launch of the idea, here: http://jamesgarveyactually.wordpress.com/2012/01/11/guardians-of-the-future/
If you want to have a read of my speech that evening, you can do so by going to: http://rupertsread.blogspot.com/2012/02/parliamentary-launch-of-my-greenhouse.html
[And here is the message of support for the proposal from the world's foremost official rep. of future generations anywhere in the world, the Hungarian Ombudsman for Future Generations: http://rupertsread.blogspot.com/2012/01/green-house-report-on-guardians-for.html ]
My reason for writing today is to let readers know that there will be an opportunity to come and not only debate this idea in person, but to have a mini-trial at the concept itself. I.e. We will STAGE a micro-mock-version of the guardians ‘super-jury’ concept, at the public meeting that will take place on April 25th, at 6.15pm, at King’s Place in London, in the Scott Room. Also speaking alongside me that evening will be Polly Higgins, on her proposal to make the prevention of ecocide part of international law.
Do come along! The meeting is hosted by the GUARDIAN newspaper, and I’m sure that a good time will be had by all… This will, hopefully, be philosophy in the public sphere in action… (James Garvey will be on the panel too, btw.)

Mediums & Muses

Hypnotic seance

Image via Wikipedia

As I do every spring, I am teaching  my Aesthetics class. As might be expected, one of the subjects I address is the nature of artistic creativity and the creation of the arts. Putting things rather simply (perhaps too simply) one classic issue is whether or not artistic creativity is predominantly a product of reason (the head) or emotion (the heart). As also might be expected, I make use of Plato’s classic Ion and Edgar Allan Poe’s essay “The Philosophy of Composition” to provide a foundation for the discussion.

Since I teach this class every spring, I am always looking at new ways to present the material-both to improve the class and to fend off the dullness that can come from the seemingly eternal recurrence of teaching the same class. This year I was fortunate to find an interesting addition to the discussion albeit one from the past. To be specific, I ran across the story of Patience Worth in the Smithsonian magazine.

Patience Worth was an author who was very active between 1913 and 1937. She wrote books, such as The Sorry Tale,  and poetry.  She was lauded during her time. Or, to be more accurate, about three centuries after her time. After all, Miss Worth apparently died in an Indian raid  on Nantucket Island in the 1600s.  Worth apparently managed to pull of this remarkable literary feat by  communicating through Pearl Curran, a seemingly otherwise normal St. Louis housewife. While Miss Worth was remarkably successful, having the dead speaking through the living was not all that uncommon during the early 1900s: spiritualism was all the rage and mediums could check up on the dead almost as easily as people check their friends’ Facebook statuses today. What was unusual about Miss Worth is, of course, her success as an author.

While many people took the spiritual explanation at face value, some people were more critical and sought alternative explanations for this (alleged) phenomena. One explanation put forth was the idea of multiple personalities, namely that Patience Worth was merely one of Curran’s personalities and that this personality possessed the creative imagination that Curran alleged lacked.

Interestingly, this explanation fits rather nicely with what Plato says in the Ion:

When you produce the greatest effect upon the audience in the recitation of some striking passage, such as the apparition of Odysseus leaping forth on the floor, recognized by the suitors and casting his arrows at his feet, or the description of Achilles rushing at Hector, or the sorrows of Andromache, Hecuba, or Priam,- are you in your right mind? Are you not carried out of yourself, and does not your soul in an ecstasy seem to be among the persons or places of which you are speaking, whether they are in Ithaca or in Troy or whatever may be the scene of the poem.

While Plato does not explicitly claim that Ion has multiple personality disorder, what he describes does seem somewhat similar (perhaps with some past life regression thrown in for good measure). Given that authors routinely create different sorts of characters in their works, the idea that they are tapping into multiple personalities in their own mind is not wildly implausible and it seems even more plausible when actors take on such roles (as Aristotle argued, actors do seem to be out of their right minds).

Of course, the multiple personality hypothesis does have some weak points as theory of creativity. After all, having numerous personalities does not explain why any one of them would be creative and the basic question of the origin of creativity would seem unanswered.

Interestingly enough, the noted critic Walter Prince (who, like Harry Houdini, often exposed fake mediums) concluded that Curran lacked the knowledge and ability to produce the works in question and concluded, after a lengthy investigation, that “some cause” had to be operating through Curran.

Assuming that Prince had not been duped, his basic approach seems reasonable: if Curran lacked the ability to produce the writing she was producing, then there had to be some other cause. While the idea that a dead woman was speaking through Curran seems to be, to say the least, far-fetched, it is no crazier than the explanation put forth by Plato in the Ion: “And every poet has some Muse from whom he is suspended, and by whom he is said to be possessed, which is nearly the same thing; for he is taken hold of. ” As Plato saw it, it is the muses who speak through the poets and their artistic creativity is not actually their own, but rather that of the gods. This is a bit more dramatic than channeling a dead human, but the idea that there is a supernatural cause behind artistic creativity is common to both.

It is, as an aside, interesting to note that Plato did not ascribe philosophical creativity or ability to such divine possessions. Of course, he did seem to hold that philosophical understanding was acquired by somehow communing with the forms while one is between lives (that is, dead). As such, Plato does consistently ascribe supernatural foundations to both artistry and philosophy. Not surprisingly, he does regard the philosophic as vastly superior (as he argues in Book X of the Republic).

Getting back to the main issue, the medium hypothesis for creativity (and Plato’s Muse hypothesis) mainly serves to push the question back. After all, if ordinary Curran’s creativity is explained in terms of Worth’s creativity (or a poet’s creativity is explained in terms of the Muses), then the foundation of Worth’s creativity (and the Muses’ creativity) would still be in need of explanation. This, supernaturally enough, creates the threat of an infinite regress in which any agent of creativity must in turn have its creativity explained. While such a regress can be stopped, it must be stopped in a principled manner-that is, a plausible and adequately defended foundation of creativity must be reached. In the case of the Worth hypothesis, Curran’sc creativity is accounted for, but not Worth’s.  As such, the medium and Muse hypotheses seem to be incomplete. I do not, unfortunately, have the completion on hand.

Perhaps the most plausible explanation for Patience Worth is that Curran simply made her up. After all, this explanation fits rather nicely with Hume’s discussion of miracles and it seems much more probably that Curran was fabricating rather than channeling. After all, it is well established that people fabricate and not well established that the dead continue to exist and can be channeled to write books. This explanation does not, however, help at all to explain creativity-but it does give an excellent example of double creativity: an author who creates another author to create her works.

Perhaps I will solve this problem next year. Or next life.

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The Real

As a professor (and even worse, a philosophy professor) I have become accustomed to people talking about the real world as a land far from the ivory tower in which I am supposed to dwell. Naturally I, and folks who are supposed to be like me, are not supposed “to get” how the real world works. Thanks to Sarah Palin and others, I have also grown familiar with the idea of a Real America, which is also presumably a place where I do not live. Not surprisingly, all this talk of the real got me thinking.

When folks accuse me, as a professor, of not being in the real world I tend to smile a bit. After all, there is a certain irony in accusing a philosophy professor of being far from the real world or not “getting” the way the real world works. This is because, obviously enough, of Plato’s famous discussion of the distinction between the lovers of wisdom (philosophers) and the lovers of sights and sounds. For Plato, the true philosophers were the ones who deal with the real.  The real for Plato is, of course, those mysterious forms. The other folks, those who seem to now claim to be the kings of the real, were characterized as merely playing with images and opinions.

Naturally, talking about Platonic forms and other philosophical stuff does little to convince folks that I  do not live many zip codes removed from the real world. As such, it seems like a reasonable approach to set aside talk about unseen realities and take a somewhat different approach.

One reasonable approach involves considering what is supposed to distinguish the real world from the sort of world that I and other philosopher types are supposed to reside.

On the face of it, my “world” seems to be just as real as the “world” of the folks who accuse me of keeping it unreal. After all, the buildings seem solid enough as do the people around me. I do work, I get paid, I interact with people, and do the things that other folks do. As such, my “world” just seems to be part of the world, rather than an unreal realm distinct from the allegedly real world.

But, someone might say, you philosopher types deal with things that are not real. You live in books, talk about made up ideas and so on. In the real world we deal with real things.

One obvious reply is that the “real” world contains an abundance of made up ideas and other such things that are supposed to be part of the unreal world. To use an obvious example, consider politics. As another obvious example, consider the financial system. The so-called real world seems no more (or no less) real than the world of philosophers and other academic folk.

But, suppose that I am willing to accept that the “world” I occupy is not the same as the “real” world. That is, that there are differences between what I do in my professional life and what, for example, people who are bankers, construction workers, engineers, financial planners, bureaucrats, priests, and so on do. There is still the obvious question as to why their “way of life” should be considered real and mine should be considered unreal.

This would seem to take us to the old saw that philosophy in particular and intellectual endeavors in general are useless. The real world is the world in which people bake, build and kill rather than think, talk and write. However, this seems to be a mere prejudice on par with intellectuals looking down on those who bake and build for not discussing Proust over lattes in the cafe. These “worlds” seem to all be quite real. I see the value in being able to repair a two stroke engine (having done it myself), cook a fine steak (or tofu) or put a round through a person’s head at 800 meters (haven’t done that, but could). I can also see the value in being able to consider various moral views, speculate on the nature of the universe or do mathematical proofs.

This is not to say that different professions are not different and that some professions (or specific people) might be less than useful. However, the blanket dismissal via the use of “the real world” seems to have no real substance.

As far as “getting it” or being part of the Real America (or Real Britain or whatever), this seems to be primarily a rhetorical device. Merely saying that someone does not get it or accusing them of not being Real Xs does not prove that they are in error or morally wrong. For example, someone might tell me that I “just don’t get it” when it comes to taxes and government spending because I argue that cutting the deficit requires increasing some taxes and reducing major expenditures, such as defense spending. Obviously enough, no matter how many times someone says that I do not “get how the real world works” or that I am not part of the Real America, he does not show that my view is in error.  What is wanting is, of course, an argument that shows that I am, in fact, in error.

In many cases it seems that accusing someone of “not getting it” or “not understanding the real world” or of not being “real whatever” is merely another way of saying “they don’t believe what I believe” or “they don’t see the world as I see it” or “they do not have the same values as me.” Obviously enough, the mere fact that someone has different beliefs, views or values does not prove that these beliefs, views or values are inferior or mistaken. Of course, the use of such rhetorical devices can be rather effective. After all, the real people want to get it.

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