This definition provides the researcher with the first difference that should be taken into consideration: unlike in real life, people in the video game, or gamers, have their responsibilities. Indeed, it is true that every person has some kind of responsibilities; however, the need to fulfill them may be rather vague. People might discard of the social conventions and live how they want and the society will be obliged to accept that. However, a part of the process of playing a video game is performing certain actions: fulfilling a achieving a certain result, helping teammates and so on.
That is why it is a moral imperative for a gamer to perform certain responsibilities if one would like to continue playing. All this leads to the understanding that there are actions which might be considered ethical as well as actions which are considered to be unethical in the games. Speaking of the latter one might provide the following definition of them: “ actions that are designed to simulate what we would consider unethical behavior outside the game, but also simulations that themselves, can be considered unethical” (Schrier & Gibson, 2011, 145).
This duality, inside and outside the game, is another point which differs video games ethics from its real-life counterpart. Speaking of the latter, every action that is performed by a person has consequences which might be judged differently from an ethical point of view. However, if a person does something wrong in the game, it is always just a game and nothing more. In other words, the gamers understand that they are obliged to adhere to the ethical rules, in case some of the players stray away, they do not feel remorse since this violation of ethics happens only in the virtual environment. The next element that should be discussed in particular while considering the differences between the two notions in question is a fictional aspect of video games.
Indeed, “ a fictional element that is necessary but not sufficient for explaining the morality of the game experience” (Sicart, 2013, 10).
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