Review ~ Chris Bateman’s ‘The Virtuous Cyborg’

Prior to reading Chris Bateman’s The Virtuous Cyborg, I was becoming infatuated (somewhat late to the fad) with the augmented reality mobile game Pokémon Go, which Bateman uses as a (qualified) example of the good kind of cyborg, making exercise ‘essential to its play (for all that it also trades on the player’s compulsions through the free-to-play business model).’ This is illustrative of the types of analysis Bateman offers of cybervirtue, but I am getting ahead of myself. Like any thoroughgoing philosopher, Bateman begins with terminology, ‘What I mean by “cybervirtue” is nothing more than the desirable qualities that a cyborg might possess, and what I mean by “cyborg” is a combination of living being and inanimate thing that acts with a greater range of possibilities than either being or thing can achieve alone.’ The rest of the book robustly expands and unpacks this idea and the antonym, cyborgs that are ‘cyber-debilitating, which is to say, they bring out moral debilities.’ Central to all of this is virtue ethics (the notion that morality is best understood in the good and bad qualities of moral agents) and Chaos Nova, a metaphor for ‘the near-infinite diversification of identities that resulted from the fracturing of traditions’ entailed by the collapse of virtue ethics.

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