•  167
    The Impacts of Generative AI on the Meaningfulness of Creative Work
    with Paul Formosa, Sarah Bankins, and Siavosh Sahebi
    Journal of Business Ethics. forthcoming.
    Recent advances in Generative AI (GenAI) are transforming creative industries, raising urgent ethical questions. This paper explores the impacts of GenAI on the meaningfulness of work for specialist, embedded, and support creatives. By integrating Amabile’s componential model of creativity with a holistic framework of meaningful work, we explore five dimensions of meaningfulness: task integrity, skill cultivation, task significance, autonomy, and belongingness. We emphasize the dual impacts of G…Read more
  •  11
    Is Undisclosed LLM Use Morally Wrong?
    Philosophy and Technology 39 (2): 85. 2026.
    Much Large Language Model (LLM) use is happening undisclosed. This is troubling because the undisclosed use of LLMs to mediate interpersonal communication can be a morally objectionable kind of deception. It is morally objectionable when the intentional failure to disclose LLM use deprives others of valuable information they need for their epistemic appraisal of, inter alia, another’s authentic competencies. In this paper, we provide an analysis of deception in the context of undisclosed LLM use…Read more
  •  257
    The flow state has historically been a source of mystery and, at times, mysticism. Whereas some accounts of flow allude to the flowing individual’s conscious absorption and focus, others imply that the individual is, in fact, not conscious. If we take this latter model seriously, our intuition that those in flow ought to be creditable for their acts becomes deeply threatened. However, there is good reason to believe that this mindless account of flow is wrong. Recent work in theoretical cognitiv…Read more
  •  391
    Much of the philosophical discussion of video game ethics is dominated by the literature on the Gamer's Dilemma, which forces us to focus on the ethics of certain forms of extreme virtual content in video games, such as virtual murder or molestation. While a focus on the ethics of video game content is important, we argue that scrutinizing the ethics of video game systems is needed to properly capture the full range of ethical concerns raised by video games. Drawing on a distinction between intr…Read more
  •  117
    Artificial moral patients (or AMPs) are those things successfully made to resemble moral patients, but are not. They are artificial both in the sense that they are made by us (artefacts), and that they are not a real instance of what they are made to resemble (artifice). ChatGPT, sex dolls, social robots, and non-player characters are all examples of AMPs. As these technologies start to resemble humans with greater accuracy the question as to how we should treat them becomes increasingly importa…Read more
  •  44
    Sometimes actions that are (morally) impermissible in the actual world also seem impermissible in virtual worlds. For example, rape is impermissible in the actual world, and it also seems impermissible to direct a videogame character to rape another in a virtual world. But sometimes actions that are impermissible in the actual world seem permissible in virtual worlds. For example, stealing is impermissible in the actual world, but it may seem permissible to direct your video game character to st…Read more
  •  47
    Unstable preservation: memorials in virtual environments
    Phenomenology and the Cognitive Sciences 1-15. forthcoming.
    I argue that if we have a moral obligation to preserve memorials to the dead (Stokes, 2015, 2021), then we ought to do so stably. I introduce the concept of stable preservation to capture high-fidelity and respectful forms of memorial preservation. I consider the ontological status of virtual memorials and argue that while they are ontologically equivalent to non-virtual memorials, and therefore resisting them on ontological grounds is mistaken, we may be right to resist an endorsement of some v…Read more
  •  23
    The Puzzle of Lab-Grown Meat
    with John Goris
    Food Ethics 10 (1). 2024.
    We argue for the existence of a moral dilemma– the ‘Puzzle of Lab-Grown Meat’– which challenges those who would endorse the moral permissibility of eating lab-grown meat, such as lab-grown chicken. The puzzle is that it is unclear why the moral permissibility of eating lab-grown meat should not extend to all lab-grown meat, such as white rhino or human, yet intuitively, we consider such meat morally impermissible to consume. To reject this challenge forces an endorsement of one of two implausibl…Read more
  •  47
    The Puzzle of Lab-Grown Meat
    with John Goris
    Food Ethics 10 (1): 1-17. 2025.
    We argue for the existence of a moral dilemma– the ‘Puzzle of Lab-Grown Meat’– which challenges those who would endorse the moral permissibility of eating lab-grown meat, such as lab-grown chicken. The puzzle is that it is unclear why the moral permissibility of eating lab-grown meat should not extend to all lab-grown meat, such as white rhino or human, yet intuitively, we consider such meat morally impermissible to consume. To reject this challenge forces an endorsement of one of two implausibl…Read more
  •  76
    The repugnant resolution: has Coghlan & Cox resolved the Gamer’s Dilemma?
    Ethics and Information Technology 26 (4): 1-11. 2024.
    Coghlan and Cox (Between death and suffering: Resolving the gamer’s dilemma. Ethics and Information Technology) offer a new resolution to the Gamer’s Dilemma (Luck, The Gamer’s Dilemma. Ethics and Information Technology). They argue that, while it is fitting for a person committing virtual child molestation to feel self-repugnance, it is not fitting for a person committing virtual murder to feel the same, and the fittingness of this feeling indicates each act’s moral permissibility. The aim of t…Read more
  •  931
    The Gamer’s Dilemma is based on the intuitions that in single-player video games fictional acts of murder are seen as morally acceptable whereas fictional acts of sexual assault are seen as morally unacceptable. Recently, it has been suggested that these intuitions may apply across different forms of media as part of a broader Paradox of Fictionally Going Too Far. This study aims to empirically explore this issue by determining whether fictional murder is seen as more morally acceptable than fic…Read more
  •  107
    An empirical investigation of the Gamer's Dilemma: a mixed methods study of whether the dilemma exists
    with Paul Formosa, Mitchell McEwan, and Omid Ghasemi
    Behaviour and Information Technology 43 (3): 571-589. 2023.
    The Gamer’s Dilemma challenges us to justify the moral difference between enacting virtual murder and virtual child molestation in video games. The Dilemma relies for its argumentative force on the claim that there is an intuitive moral difference between these acts, with the former intuited as morally acceptable and the latter as morally unacceptable. However, there has been no empirical investigation of these claims. To explore these issues, we developed an experimental survey study in which p…Read more
  •  98
    Debate over the normativity of virtual phenomena is now widespread in the philosophical literature, taking place in roughly two distinct but related camps. The first considers the relevant problems to be within the scope of applied ethics, where the general methodological program is to square the intuitive (im)permissibility of virtual wrongdoings with moral accounts that justify their (im)permissibility. The second camp approaches the normativity of virtual wrongdoings as a metaphysical debate.…Read more
  •  1019
    David Ekdahl (2023), in a constructive and thoughtful commentary, outlines both points of agreement with and suggestions for further research arising from our paper ‘Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far’ (Montefiore & Formosa, 2023).
  •  1508
    The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference people seem to see between the moral permissibility of enacting virtual murder and the moral impermissibility of enacting virtual child molestation in video games (Luck Ethics and Information Technology, 1:31, 2009). Recently, Luck in Philosophia, 50:1287–1308, 2022 has argued that the Gamer’s Dilemma is actually an instance of a more general “paradox”, which he calls the “paradox of treating wrongdo…Read more
  •  1323
    Resisting the Gamer’s Dilemma
    Ethics and Information Technology 24 (3): 1-13. 2022.
    Intuitively, many people seem to hold that engaging in acts of virtual murder in videogames is morally permissible, whereas engaging in acts of virtual child molestation is morally impermissible. The Gamer’s Dilemma (Luck in Ethics Inf Technol 11:31–36, 2009) challenges these intuitions by arguing that it is unclear whether there is a morally relevant difference between these two types of virtual actions. There are two main responses in the literature to this dilemma. First, attempts to resolve …Read more