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Ethics and Information Technology

https://doi.org/10.1007/s10676-020-09557-9

ORIGINAL PAPER

The “digital animal intuition:” the ethics of violence against animals


in video games
Simon Coghlan1   · Lucy Sparrow2

© Springer Nature B.V. 2020

Abstract
Video game players sometimes give voice to an “intuition” that violently harming nonhuman animals in video games is
particularly ethically troubling. However, the moral issue of violence against nonhuman animals in video games has received
scant philosophical attention, especially compared to the ethics of violence against humans in video games. This paper argues
that the seemingly counterintuitive belief that digital animal violence is in general more ethically problematic than digital
human violence is likely to be correct. Much video game violence against animals has at least some potential, even if only
a modest one, to contribute to moral indifference toward animals and to their routine mistreatment. These possible effects
have ethical implications for animals, society, players, and video game designers.

Keywords  Video games · Animals · Violence · Ethics · Philosophy

Introduction timely to critically examine digital animal violence and its


relation to digital human violence.
Video game players are encouraged or required to violently Much digital animal violence is morally problematic. In
harm and kill nonhuman animals1 in games ranging from arguing for this thesis, we shall defend a seemingly counter-
Minecraft to Grand Theft Auto. But despite its ubiquity, intuitive intuition held by some players—namely, that digi-
violence against animals in video games has received little tal animal violence is very likely more morally problematic
attention from scholars,2 who have generally concentrated than digital human violence. Call this moral intuition the
on human-directed violence (Bartel 2012; Coecklebergh “digital animal intuition.” Both the playing of certain games
2007; Cogburn and Silcox 2009; Ferguson 2010; McCor- involving digital animal violence and, more importantly, the
mick 2001; Patridge 2011; Schulzke 2010). The public too abundant production and availability of such games, can be
has shown comparatively little interest in violence towards morally problematic. We do not find fault with digital animal
animals in games (“digital animal violence”). Yet video violence per se; rather, we seek to problematize common
games displaying ever more graphic depictions of violence forms of it. Our central claim is that much digital animal
towards animals occur at a time when society is increasingly violence runs a risk of reinforcing indifference and callous-
recognizing moral duties to the natural world and to sen- ness towards sentient animals—attitudes which enable and
tient animals—witness the recent growth in plant-based diets perpetuate the fairly systematic mistreatment of animals
(Forgrieve 2018). Meanwhile, an “animal turn” in academia by society. Our aim here is to foster discussion amongst
is underway, reflected in the new interdisciplinary field of philosophers, players, social scientists, psychologists, and
“Human-Animal Studies” (DeMello 2012). It is therefore game designers about a neglected phenomenon of ethical
importance.
* Simon Coghlan
simon.coghlan@unimelb.edu.au 1
  Hereafter, “animals.”.
2
1  Rare exceptions include Chittaro amd Sioni (2012), Sawers and
Centre of AI and Digital Ethics (CAIDE), School
Demetrios (2010), and Van Ooijen (2018). Unlike our paper, how-
of Computing and Information Systems (CIS), The
ever, these are not primarily philosophical analyses. Animals have
University of Melbourne, Melbourne, VIC, Australia
been discussed in ethical analyses of video game violence (e.g. Wad-
2
School of Computing and Information Systems (CIS), The dington 2007) and moral choices in games (Neely 2019), but the
University of Melbourne, Melbourne, VIC, Australia focus is usually not digital animal violence.

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S. Coghlan, L. Sparrow

The “digital animal intuition” (DAI) that it would be better if digital animal violence simply
disappeared. Morris (2017), for example, thinks that digi-
Video game players have expressed discomfort and tal animal violence reflects society’s appalling indifference
even guilt about digital animal harm (GameFAQs 2018; to animal suffering rather than contributing to it.
Minecraft Forum 2014; Morris 2017; Stanley 2014). One Many gamers, moreover, completely reject the idea that
writes: digital animal violence is in any way morally problematic.
PETA’s criticism of digital animal violence is frequently met
It’s weird how bad I feel about killing animals in with scorn (Rougeau 2012). Responding to the first player
the game… I will [actively] try and shoot guys off quoted above who expressed moral uneasiness about killing
horses instead of just shooting the horses and will animals in games, other players said:
fire warning shots if [I’m] being chased by wolves.
(GiantBomb 2011) Well [it’s] just a game. I don’t feel bad at all about it.
(GiantBomb 2011)
Some, like this player, worry about the moral implica- I kill humans in games all the time. Why would I care
tions for themselves as individual players who perform about animals? (GiantBomb 2011)
acts of virtual animal violence. Others are concerned that
the proliferation of digital animal violence may be linked Alongside in-game human violence, in-game animal
to morally problematic societal attitudes and behaviour violence may seem unimportant, even trivial. Neverthe-
towards living animals: less, we argue that the DAI as we have constructed it can
be defended. In claiming this, we will not argue that video
Are we right to view the mass murder of animal kind, games featuring animal violence should be censored or never
our fellow earthlings, as normal? What could the rise played. There can be stronger reasons not to censor even
of animal cruelty in games mean specifically about when reasons to censor exist. Furthermore, we agree that
the vast majority of society’s opinions on said issue? some criticism of digital animal violence is perhaps exces-
(Morris 2017) sive. Still, we believe there is reason for game designers
The animal liberation group, People for the Ethical and society to reassess how animals are depicted in video
Treatment of Animals (PETA), has criticized digital ani- games. In order to explore digital animal violence, we shall
mal violence. Of a whale hunting game, a PETA spokes- first briefly discuss digital human violence.
person reportedly said (Bernstein 2013):
[I]t’s disgraceful for any game to glorify it. PETA Digital human violence
encourages video game companies to create games
that celebrate animals—not games that promote hurt- Some thinkers argue that digital human violence can be mor-
ing and killing them. ally problematic. Arguably, for example, digital human vio-
In view of these sorts of responses, we will construct lence could promote actual violent behaviour (Waddington
the following general “intuition” about violence towards 2007), corrupt the moral characters of players (McCormick
animals in video games: 2001), endorse immoral worldviews (Ostritsch 2017), or
promote prejudice against vulnerable and oppressed groups
Digital Animal Intuition (DAI): Digital animal vio- (Patridge 2011). Gaming violence has also occasionally gen-
lence is often morally problematic—and generally erated public disquiet. For example, human rights groups
more so than digital (adult) human violence—in opposed a scene in Grand Theft Auto 5 in which players
terms of (a) the morality of playing and/or (b) the can waterboard, electrocute, and pull teeth from an alleged
morality of the design and availability of some video terrorist for information (Hern 2013). Some countries have
games that involve digital animal violence. banned certain violent games. New Zealand and Australia,
We will use this formulation of morally uneasy for instance, banned the game Postal 2, which allows play-
responses to digital animal violence to explore the ethics ers to engage in a wide range of violent actions, including
of this phenomenon. We should note that moral reactions urinating on dismembered bodies.
and intuitions can be misguided. Like any ethical reac- However, others argue that digital human violence is gen-
tion, moral concerns and uneasiness about digital animal erally or often morally unproblematic. Dunn (2012) points
violence must be justified with arguments. Furthermore, to a limited asymmetry: immoral actions like assault and
perhaps the DAI is rare. We should also note that even murder are only sometimes wrong in games. “Virtual amor-
gamers who are troubled by digital animal violence com- alists” (Gooskens 2010; Schulzke 2010) hold that otherwise
pared to digital human violence do not necessarily think immoral acts escape ethical judgment when they occur in
the playing of video games and do not harm or affect actual

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The “digital animal intuition:” the ethics of violence against animals in video games

people (cf. Patridge 2011; Ostritsch 2017). Doubt has been But while such treatment is increasingly questioned,
cast on the causal power of violent video games to have it still very often passes under our moral radar. We buy
undesirable and antisocial effects on human behaviour factory-farmed meat with little acknowledgement of the
(Przybylski and Weinstein 2019). Studies have discerned immoral means of its production. Unethical treatment of
this amoral attitude in some players of both single-player animals remains profoundly socially normalized. As such,
games, where no other human player is harmed (Malazita people who question the violent exploitation of animals may
and Jenkins 2017), and multiplayer video games, where experience a distressing moral uncertainty (Diamond 2006).
other human players may be harmed (Croft 2011; Flores The novelist John Coetzee (2016, p. 69) depicted this dis-
and James 2012; Sparrow et al. 2019). Hence, for some, concerting moral experience through his character, Eliza-
worries about digital human violence arguably constitute beth Costello, who is repeatedly moved to question society’s
“moral panic” (see Ferguson 2010; Sicart 2009). treatment of animals. As Costello explains to her perplexed
Worries about digital animal violence may seem even son:
more misguided. However, we will contend that the phe-
It’s that I no longer know where I am. I seem to move
nomenon of digital animal violence is morally problematic,
around perfectly easily among people, to have perfectly
and generally more so than digital human violence, even if
normal relations with them. Is it possible, I ask myself,
violence against humans is morally worse than comparable
that all of them are participants in a crime of stupefy-
cases of violence against animals when it occurs outside of
ing proportions [against animals]? Am I fantasizing it
video games. In introducing this argument, we must first say
all? I must be mad! Yet every day I see the evidences.
something about animals, moral value, and social attitudes.
The fact that nearly everyone appears much of the time to
accept the systematic brutalization of animals as normal
Society, ethics, and animals encourages even those who care morally about animals to
fall back into seeing it, or appearing to see it, as normal too.
Although most people believe that animals have weaker Society seems to be so organized as to make the suffering of
moral claims than humans, moral concern for them is animals largely morally invisible to us. But if Coetzee and
increasing. This is occurring for various reasons, one of other critics like him are right, this is a significant moral
which is the work of researchers and scholars. Scientists, problem that deserves our attention. Indeed, for such critics,
for example, continue to reveal to us remarkable overlaps we ought to resist the temptation to complacently acqui-
between human and animal cognitive and emotional capac- esce in society’s mistreatment of animals, and we should
ities (De Waal and Ferrari 2010), and philosophers from listen harder to any nagging doubts we may have that our
various traditions continue their assaults on ethical anthro- attitudes towards animals are frequently indifferent and dis-
pocentrism (Derrida and Wills 2002; Hursthouse 2011; respectful. Perhaps we even have a duty to identify and to
Korsgaard 2013; Regan 2004). Anti-anthropocentric argu- try to alter, even if only gradually and incrementally, the
ments such as the “argument from marginal cases” (Pluhar social conditions that facilitate the mass suffering and the
1987) and arguments against “speciesism” (Singer 1995) relative moral invisibility of animals. These considerations,
have proven difficult to refute. If, however, animals have we believe, have implications for video games and digital
no moral claims at all, then concerns about digital animal animal violence.
violence are weakened, since any negative consequences of
such games for living animals would lack intrinsic moral
importance.3 Although we will not assume that (say) vegan- Digital animal violence
ism is morally obligatory, our argument assumes that much
violent and harmful treatment of sentient animals is morally Most video games that involve digital human violence also
objectionable. Objectionable treatment arguably includes involve digital animal violence, even when the former is not
“factory” farming, recreational and trophy hunting, some a core element. Killing “low-threat” animals such as rats is
forms of captivity and confinement, and the mass killing of a common exercise in many role-playing games (RPGs) (see
unwanted pets. IGN Staff 2020). Quests prompting players to seek and kill a
quota of animals are also exceedingly common, and players
are often put in a position in which they are driven to kill
aggressive or hostile animals. In some video games, killing
animals is a prominent or notable feature of the game. In Far
3
  Note, however, that there could still be genuine (e.g. Kantian-fla- Cry 3, for instance, the player can kill and skin animals such
voured) moral concerns about the effects that performing digital ani-
mal violence might have on one’s attitudes or behaviour towards other as boars, dingoes, snakes and sharks on a hostile tropical
human beings. island. In even more realistic and graphic ways, in Red Dead

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S. Coghlan, L. Sparrow

Redemption 2, the player must track, hunt, skin and dispose players responded to killing animals (albeit insects) in a
of animals in order to acquire food, materials, and income “Whac-a-Mole” style game more positively than to simply
that will help them survive (Stevens 2018). Less common, hitting abstract shapes (Chittaro and Sioni 2012, p. 235).
though still noteworthy, are games where the entire point Gratuitous and “creative” methods of killing animals can,
of the exercise is hunting and killing animals (e.g. the Deer for some players, make the game “even more fun” (Rougeau
Hunter series). 2012). No doubt there is often some sort of attraction to the
In some games, digital animal harm is "justified” by the (sometimes impressively realistic) spectacle and the bring-
game’s narrative. Hunting in Red Dead Redemption 2, for ing about of violent effects on digital victims. To sum up
instance, contributes to a realistic portrayal of the life of an our observations: In-game animal violence is ubiquitous
outlaw at the end of the nineteenth century in the United and has different guises. Sometimes it appears in the game
States. At the same time, digital animal harm is often pre- to be narratively justified or morally “necessary” violence;
sented in games as a mere “given” and takes place in cur- other times it is a way for players to level up their skills and
sory or instrumental ways. The killing of in-game animals acquire resources; and often it is rendered in the game as
such as deer, sheep, cattle, and pigs for meat, leather, and superfluous or fun or in ways that would be impermissible
other animal-based resources is also a familiar task in many outside the game. Furthermore, video games typically make
massively multiplayer online roleplaying games (MMOR- even less of an attempt to question animal-directed violence
PGs) and sandbox games, such as in the popular World of than they do human-directed violence.
Warcraft (WoW) and Minecraft. This activity can often
become fairly routinized through a process of “grinding”
(or “leather-farming” in relation to the WoW example), Problematizing digital animal violence
where players will repetitively seek out and kill animals to
acquire their resources and level up their skills. Digital ani- A few writers have questioned digital animal violence. Van
mal violence can also take the form of yet more incidental Ooijen (2018, p. 40) argues that open world video games
or gratuitous in-game options, such as having the ability reflect and reinforce societal views of the “killing of other
to kick chickens in the Fable series, or through seemingly species as something normal, natural and necessary.” Sawers
superfluous or excessively violent quests, such as the “Testy and Demetrious (2010, p. 248) discuss how hunting arcade
Festy” side-quest in Far Cry 5 (Cooper 2018). games indulge players in “traditional forms of masculinity
It is also important to note that, in many RPGs where no longer sustainable in contemporary society” given grow-
players have the freedom to attack or kill wild, non-hostile ing ecological awareness.
animals of their own volition, such actions often do not In problematizing digital animal violence, however,
come with the same in-game moral consequences sometimes some important caveats must be mentioned. First, differ-
afforded to digital humans. In Dragon Age: Inquisition, for ent instances of digital animal violence may vary in moral
example, many in-game choices (such as behaving merci- import (Sicart 2009; Schulzke 2010). Killing virtual ani-
fully or cruelly to a person in the game) prompt the player’s mals in self-defence, for example, may be morally differ-
in-game companions to morally approve or disapprove of the ent to killing animals in trophy hunting games. Second,
player’s actions, though killing non-aggressive wild animals games that involve animal violence may express concern
usually does not prompt any such response either way.4 and aim to promote respect for animals. The violence in
Some players clearly enjoy something about committing Fat Chicken, for example, serves as an ethical narrative that
virtual acts of violence against animals. One study found opposes industrial animal farming. Violent games may be
expressly designed to prompt moral reflection about animals
of a kind that may be personally and/or socially desirable
(Neely 2019).
4
  We must note here that in some games that feature morality sys- Third, some players may be led by games involving (say)
tems, acts of digital animal harm are sometimes considered immoral,
while treating animals well can be considered moral (see Neely gratuitous virtual animal violence to engage in moral reflec-
2019). In Red Dead Redemption 2, for instance, wounding animals tion about society’s unethical treatment of animals, even
and letting them suffer without killing them results in a small loss of if it is not intended by the games’ designers.5 Generally,
“honour,” while returning caught fish to the water results in a small
gain in honour. In Fable 3, while players can kick chickens for fun
and kill rabbits with little to no negative consequences, they also
gain morality points for being a vegetarian. Indeed, there is much to
5
be said about how animal harm is morally weighted against human   For example, Stanley (2014) suggests that the shock of killing the
harm in such games. However, it is not within the scope of this paper last existing Bison in Red Dead Redemption 2 can ultimately give the
to explore this issue, and it is enough for our current purposes to player moral insight into the human domination of nature. This eco-
acknowledge that the digital animal harm featured in many games is logically and morally edifying outcome could occur even if it was not
nevertheless prolific and problematic. a deliberate part of the game’s design.

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The “digital animal intuition:” the ethics of violence against animals in video games

however, such moral reflectiveness very likely does not For each of these effects, which encompass ethical values,
occur. If it is true, as Neely (2019) argues, that many play- a comparable suggestion may be made for human subjects.
ers probably do not reflect on the immorality of the abuse For example, the harm done to society by the promotion or
of human beings as a result of performing digital human reinforcement of callous and cruel views towards animals
violence (cf. Sicart 2009), then it is also possible that many (Effect 4) has a parallel in the harm done to society as a
players do not seriously question the morality of how we result of the corruption of enough of its members’ moral
treat animals as a result of performing digital animal vio- views about a marginalized group of people. Consider, for
lence. The ubiquity and normalization of digital human and instance, the social harm that would be done simply through
animal violence makes such reflection unlikely as a general the widespread promotion and reinforcement of “benign”
rule. We note that players often upload in-game depictions racism (i.e. racism that results in no natural harm to mem-
of animal violence to YouTube in ways that are supposed to bers of the relevant group).
be humorous and fun but that lack critical ethical reflection. Effects 1–2 are “consequentialist-style” concerns about
Fourth, some games involve unusual types of “animals” animal wellbeing. Effect 3 is reminiscent of a virtue ethics
such as “bad” zombie animals, mythical creatures, dino- or Aristotelian concern about corrupted individual charac-
saurs, and mutants. Violence against these creatures may ter. Effect 4 is a “communitarian-style” concern about harm
or may not be morally problematic (in the aforementioned done to society’s character. Note that characterizing these
senses). We do note, though, that extinct animals (e.g. mam- effects in this way is not vital: people who have no adherence
moths in Skyrim) and some mythical or mutant animals (e.g. to those theoretical approaches may still think the relevant
“Brahmins” in Fallout 4) are similar in appearance and values are morally important (although others may not). We
behaviour to the animals that society routinely mistreats. shall simply assume that some or all of the “values” here
In that case, it is possible that games that feature “atypical” have moral substance. Our focus is on whether video games
creatures are, on our argument, also morally problematic. might have these effects, which, for many people, are mor-
Having entered the above caveats, we now present four ally important effects. Although all four effects are signifi-
possible effects that begin to problematize in-game animal cant, we believe that Effect 2 is perhaps the most significant.
violence. To some degree, these effects variously reflect val- That is, the most morally problematic effect of digital animal
ues and effects discussed in the literature on digital human violence is probably its potential contribution to social atti-
violence (e.g. Cogburn and Silcox 2009; McCormick 2001). tudes that make animals morally invisible to us and thereby
Digital animal violence, we claim, may arguably do the perpetuate their systematic mistreatment.
following:

Effect 1: Harm animals by directly promoting or rein- Problem of inconclusive evidence


forcing morally objectionable or disrespect-
ful behaviour from players themselves towards All four claims face the problem of inconclusive empiri-
actual animals. This may include cruel, neglect- cal evidence. Consider existing debates about the impact of
ful, indifferent, and callous behaviour. violent video games (and films). Meta-analyses of literature
Effect 2: Harm animals by indirectly promoting or rein- have raised concerns about the possibility that harming virtual
forcing cruel, neglectful, indifferent, and/or cal- humans may lead to a number of negative effects, including
lous attitudes and behaviour in society towards antisocial or aggressive behaviour, desensitization of attitudes
animals. This undermines (albeit perhaps in sub- towards violence, and decreased empathy (e.g. Anderson et al.
tle and limited ways) society’s gradual trajectory 2010; Calvert et al. 2017). But this is disputed (Przybylski and
towards greater respect for animals and better Weinstein 2019). Some studies find no link between playing
animal welfare. violent video games and such behaviours and attitudes (e.g.
Effect 3: Harm players by promoting or reinforcing cal- Kühn et al. 2019). Other studies find no positive correlation
lousness and disrespect towards animals (who, between playing violent games and actual crime or violence,
we assume, are worthy of our moral respect). or else find a negative correlation (e.g. Cunningham et al.
Players’ characters are thereby corrupted 2016)—perhaps because games provide “catharsis” (Cogburn
(McCormick 2001) to some extent, and this is and Silcox 2009; Durkin and Barber 2002). So, the requisite
regrettable in itself, even if animals are not oth- evidence is inconclusive. That, at least, appears to be the only
erwise harmed. reasonable conclusion that those of us who are not experts in
Effect 4: Harm society by promoting or reinforcing dis- the relevant sciences can arrive at.
respectful views towards animals, which have Importantly, however, conclusive evidence is not required
moral claims on us. for judging digital animal violence to be morally problematic
(McCormick 2001; Waddington 2007). Morally speaking,

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S. Coghlan, L. Sparrow

it is enough that the relevant empirical claims have some Consideration 2: Despite increasing respect for animals
plausibility. For comparison, it is surely plausible to believe in society, many people historically have
that video games which involve violently assaulting women had, and still have, minimal and fragile
or people of colour tend to promote or reinforce (a) disre- respect for them (as indeed some people
spect toward individuals or harmful actions towards them in do for marginalized humans). Indiffer-
a direct and/or indirect causal way6 (recalling Effects 1–2); ence to animal suffering and wrong-
and (b) corruption of character at the societal and/or indi- ful exploitation is, as we explained in
vidual levels (recalling Effects 3–4). True, such effects may Sect. 3, rife—the systematic abuse of
not occur in some, or in many, players. Nonetheless, if we animals remains normalized.
can judge that some games plausibly tend to promote those Consideration 3: The context (Cogburn and Silcox 2009)
kinds of effects, at least in certain individuals or groups, then of digital animal violence makes a dif-
that judgment is sufficient to render those games morally ference (Sects. 4 and 5). While games
problematic. Such effects, of course, have many causes— involving human violence may some-
video games may be only one causal influence on problem- times present violent options as a
atic attitudes and behaviour towards animals, and they may dilemma, effectively becoming oppor-
be a relatively minor one. Nevertheless, insofar as they do tunities for moral reflection and training
exert any causal influence, they are morally problematic.7 (Schulzke 2010), animal violence is more
Note that this argument can in theory be accepted even by often presented in an unquestioned and
“virtual amoralists” (e.g. Gooskens 2010; Schulzke 2010). unconsidered manner, e.g. for training
Virtual amoralists hold that it is never in itself right or wrong exercises or trophy collection. Further-
to commit virtual acts of any kind, including murder, rape, more, because we perceive animals as,
animal cruelty, and so on. Our argument in this paper, how- like young children, morally innocent,
ever, is not that (much) digital animal violence is morally we are more likely to not regard them as
problematic “in itself”, but rather that it is morally problem- “deserving” violent treatment (compared
atic because of the effects it plausibly has. But does it plausi- to some adult humans). In-game animal
bly have any of the four effects, which we enumerated above? portrayals, which may lack the condi-
tions to more-or-less effectively “justify”
violence, regularly single out animals as
Defending the digital animal intuition (DAI) objects for harmful exploitation.

We think that digital animal violence may well contribute Consider Consideration 3 first. It is helpful to compare
to some or all of those effects and that, moreover, it is more the way digital animal violence is often presented with
likely to do so than digital human violence is to bring about the context in which women have traditionally tended to
comparable effects. In other words, we believe the DAI is be depicted (or not depicted) in video games. For example,
probably correct: Video game violence involving animals Cogburn and Silcox (2009, p. 69) write:
is generally more morally problematic than video game
[The] overwhelming majority of FPS [first-person shooter]
violence involving adult humans. We now provide further
games habituate players to the idea that the world could be
supporting considerations for this argument. These consid-
purged of any constructive female presence whatsoever.
erations stem from differences between the way animals and
humans are often treated, regarded, and portrayed. Insofar as they generally exclude the constructive pres-
ence of women, FPS games potentially promote and rein-
Consideration 1: Compared to (non-marginalized) human force a pernicious gender stereotype. Furthermore, if video
beings, living animals are vulnerable, games were to include certain active portrayals of marginal-
powerless, and only weakly protected— ized and traditionally oppressed humans, such as the violent
for instance, animals may legally be gra- targeting of those people, they would rightly be considered
tuitously and violently killed. to have at least some (even minor) potential to promote prej-
udices against those humans (Patridge 2011).8

6
 Recent research by, e.g., Gabbiadini et  al. (2016, 2017), sug-
gests an “indirect” link between playing violent-sexist video games
and reduced empathy for women, which has been associated with 8
  Although we say “portrayals”, we should not overlook a key differ-
increased male aggression to women. ence between video games and, say, movies. As others have said, con-
7
  Once again, it is a separate question whether such games warrant sumers of video games are players who exert their agency in pecu-
censorship or other action (Cogburn and Silcox 2009). liar ways (Cogburn and Silcox 2009; Jurgensen 2018; Nguyen 2017;

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The “digital animal intuition:” the ethics of violence against animals in video games

Of course, these are empirical questions. Nonetheless, we lack the (however questionable) context or motivation that
would surely have reason to be concerned if video games is sometimes afforded to the killing of “bad” digital humans.
appeared in which women or certain racial groups were the In Far Cry 3, for instance, the player must hunt and skin
only characters that players could choose to gratuitously certain animals in order to get a better wallet, while in Far
harm or violently exploit. We would also be concerned if Cry 5 players are invited to run animals over with a vehicle
virtual female characters or “people of colour” (for example) to acquire “roadkill” meat for a chef. Consideration 3, then,
were apparently singled out within the game for significantly partly explains why (much) digital animal violence is mor-
different treatment from, say, white male characters. Both ally problematic.
the availability and the uncritical playing of such games However, this Consideration would not have much force
would be morally dubious. The point here parallels Con- if Considerations 1–2 did not also apply. Consideration 2
sideration 2 above: women and certain racial groups have says that people, both historically and currently, routinely
been historically marginalized, whereas white males have and unthinkingly disregard (sentient) animals’ significant
enjoyed positions of power. And this affects how we view moral claims on us. In this context, it is plausible to sug-
video games. Imagine, for instance, a game in which only gest that most forms of digital animal violence reflect and
women or people with darker skin can be incidentally hunted reinforce such moral disregard (Van Ooijen 2018), even if
for sport, while only white males can be killed in order to they are only one cause amongst many, and even if their
reach higher game levels. causal influence is relatively minor. Again, this parallels the
The reverse of this, by contrast, would be less problem- situation for, say, women. Women have historically been
atic, because white males are not marginalized or historically oppressed and continue to be discriminated against. Digital
oppressed, but rather enjoy positions of power and social violence applied differentially to women as to men reflects
protection. Even if video games contributed to an erosion of and expresses this social situation in the wrong way and is
moral respect for white males (a relatively unlikely eventual- therefore more likely to cause the sorts of morally problem-
ity), white males are, in general, likely to be comparatively atic effects identified above. Digital animal violence is, plau-
well protected by social institutions: a loss of respect for sibly, morally problematic for an analogous reason. Morally
them is likely to be counteracted by strong social forces. problematic possible effects, as we said, include harm to
This is significantly less probable in the case of marginalized players and to society from corrupted moral attitudes as well
groups. And this recalls Consideration 1 above. as harm, both direct and indirect, to animals themselves.
Our suggestion here, then, is that something similar to Further, as Consideration 1 says, the legal and social
these problematic cases involving marginalized or histori- protections animals enjoy from wrongful and often violent
cally oppressed groups applies to animals. Digital animals exploitation remain minimal. Animals are at greater risk
are commonly portrayed and encouraged to be treated by of being harmed in severe, systematic, and violent ways
players in more unthoughtful and problematic ways than dig- than are humans. This gives us some reason to think that
ital humans. It is not just that animals are presented to us in activities or phenomena such as video games which arguably
games as having weaker moral claims than human beings—a reinforce or promote callousness and indifference towards
lower moral status for animals is, as we said, consistent with animals are morally problematic. As noted in Effects 1–2,
our overall argument. Rather, the salient fact is that digital increased risks of harm to animals may result both from the
animals are often depicted, in a range of ways, as mere tools actions of players themselves (Effects 1) and, probably more
for players to violently use and abuse. And even when (white importantly and plausibly, from the longer-term reinforce-
male) human characters in games are treated in, say, gratui- ment of morally undesirable and often unthinking social atti-
tously violent ways, the context of the game often presents tudes that inhibit morally necessary changes in our treatment
animals in more instrumentalizing ways still. For example, of animals (Effects 2)—changes that philosophers, novelists,
the Far Cry series provides players with many opportunities and many others have been pressing for. All this supports
for slaughtering both digital animals and digital humans, and the “digital animal intuition:” The design and availability
for the player-controlled protagonist to come to harm. How- of such video games, and the uncritical playing of them, are
ever, quests and rewards that involve animal killing often morally problematic—and probably more so than is the case
for many games involving digital human violence. Certain
video games involving digital animal violence are not mor-
ally problematic merely because they reflect moral indiffer-
ence to animals in society (Morris 2017), but also because
Footnote 8 (continued)
they may contribute it.
Sageng 2012). Hence, video games may, at least in theory, have more In fact, we want to make a further claim about digital ani-
pronounced effects than movies do on human attitudes and behav-
iour—including on overtly misogynistic and on subtly sexist behav- mal violence. To make this additional and somewhat more
iour. difficult claim, let us briefly revisit digital human violence.

13
S. Coghlan, L. Sparrow

Concerns about digital human violence tend to arise, when marginalized (digital) human beings are treated “worse”
they do, from cases of harming that are widely regarded than others. However, the most significant problem (on our
as immoral (e.g. torture, rape) outside of games. Acts that view) is the way that digital animal violence, as it currently
are more often regarded as morally permissible outside of occurs, may contribute, even if to a limited degree, to the
games, such as killing in self-defence and killing “baddies” moral invisibility of animals and to their systematic mistreat-
and “enemies”, (arguably) attract little or no moral concern ment by society.
in video games, at least in the case of adult players, even if Finally, while many players are adults, we should not for-
they are realistically and graphically portrayed. get that many others are children. Children are likely to be
But this general idea, we shall now suggest, may not be even more susceptible to some of the moral effects of the
true of digitally harming animals. Take games in which play- prevalence of digital animal violence in many of its current
ers “must” or can violently kill animals, not gratuitously or forms (unless perhaps their parents or guardians use these
for fun, but for food or fibre (or to advance in the game). Sup- games as an opportunity for encouraging in those children
pose these acts as depicted in the video games are morally the right sorts of moral reflections). Indeed, the DAI may
permissible acts outside of games. It does not necessarily be at its strongest in regard to possible moral effects upon,
follow that the possibility of such acts are morally unprob- and involving, children—at least in terms of the design and
lematic when they feature in video games. This, once again, distribution of games which might reinforce morally prob-
is because of contextual differences that obtain between the lematic attitudes towards animals (Coghlan et al. 2019).
situations of living animals and (non-marginalized, non-
historically oppressed, etc.) humans. Living animals’ moral
claims are routinely disregarded; animals are highly vulner- Conclusion
able; and, despite growing moral concerns, social respect for
them remains relatively weak. In fact, animals’ systematic In this paper we argued that digital animal violence, or at
abuse remains, to a significant degree, socially normalized. least digital animal violence in general and as it currently
These contextual factors support the view that the routine occurs, is morally problematic. Certain ubiquitous sorts of
and unquestioned harming of animals in video games—even violence risk reinforcing the moral invisibility of animals
in the case of acts which are arguably morally permissible and their moral claims on us, both in relation to adult and
outside of games9—may be morally problematic. (perhaps especially) child players. We argued that this con-
Nonetheless, and notwithstanding the contextual fac- sequence may, even if in small ways, plausibly increase the
tors which we have placed emphasis upon in our discus- chances of harm occurring to animals, players, and society.
sion, things could well be different if animals were to be It is true that such effects of video games are probably minor
portrayed differently in video games. Imagine, for example, compared to other causes. Nevertheless, in light of what is
that more and more video games begin to appear that treat morally at stake, they are important effects. Empirical stud-
virtual animals in relevant ways more like virtual humans, or ies into the effects of in-game animal violence, currently
that games appear that more expressly or effectively encour- almost non-existent, may help shed more light on issues
age players to reflect on society’s mistreatment of animals. we have raised. This includes examining whether and how
Things would also be different if the general playing public depictions of animals in games can reinforce—or reduce—
began to have different responses to digital animal violence. moral prejudices against them. Critical discussion amongst
If, as a result of playing violent video games, players in philosophers, psychologists, sociologists, game designers,
general began to critically reflect on the moral claims of and others would also help to illuminate the moral questions
animals and to see them as being routinely mistreated, then we raised about playing, designing, and distributing games
even those games that now comprise part of the moral prob- involving animals and violence.
lem of digital animal violence would cease to be morally
problematic, or become less so. Or at least, some morally Acknowledgements  Our thanks for Christopher Bartel for his help-
ful comments on a draft of this paper. Thanks also to an anonymous
problematic elements would be eliminated or reduced—for reviewer for useful comments.
example, problems associated with society’s general attitude
towards animals. Other problems, such as the corruption of Funding Nil.
the moral views of certain susceptible players, may persist,
just as presumably they would persist for games in which Compliance with ethical standards 

Conflict of interest  All authors declare that they have no conflict of


interest.
9
  At the same time, we might think that digitally harming animals in
ways that are impermissible outside of games, such as virtually tor-
turing and killing them for fun, is more morally problematic still.

13
The “digital animal intuition:” the ethics of violence against animals in video games

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