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  1. Are you (relevantly) experienced? A moral argument for video games.Amanda Cawston & Nathan Wildman - forthcoming - In Aidan Thompson, Laura D'Olimpio & Panos Paris (eds.), Educating Character Through the Arts. London: Routledge.
    Many have offered moral objections to video games, with various critics contending that they depict and promote morally dubious attitudes and behaviour. However, few have offered moral arguments in favour of video games. In this chapter, we develop one such positive moral argument. Specifically, we argue that video games offer one of the only morally acceptable methods for acquiring some ethical knowledge. Consequently, we have (defeasible) moral reasons for creating, distributing, and playing certain morally educating video games.
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  2. The Law and Ethics of Virtual Sexual Assault.John Danaher - forthcoming - In Barfield Enter Author Name Without Selecting A. Profile: Woodrow & Blitz Enter Author Name Without Selecting A. Profile: Marc (eds.), The Law of Virtual and Augmented Reality. Edward Elgar Press.
    This chapter provides a general overview and introduction to the law and ethics of virtual sexual assault. It offers a definition of the phenomenon and argues that there are six interesting types. It then asks and answers three questions: (i) should we criminalise virtual sexual assault? (ii) can you be held responsible for virtual sexual assault? and (iii) are there issues with 'consent' to virtual sexual activity that might make it difficult to prosecute or punish virtual sexual assault?
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  3. Virtual Reality and the Meaning of Life.John Danaher - forthcoming - In Oxford Handbook on Meaning in Life.
    It is commonly assumed that a virtual life would be less meaningful (perhaps even meaningless). As virtual reality technologies develop and become more integrated into our everyday lives, this poses a challenge for those that care about meaning in life. In this chapter, it is argued that the common assumption about meaninglessness and virtuality is mistaken. After clarifying the distinction between two different visions of virtual reality, four arguments are presented for thinking that meaning is possible in virtual reality. Following (...)
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  4. Emerging Technologies & Higher Education.Jake Burley & Alec Stubbs - 2023 - Ieet White Papers.
    Extended Reality (XR) and Large Language Model (LLM) technologies have the potential to significantly influence higher education practices and pedagogy in the coming years. As these emerging technologies reshape the educational landscape, it is crucial for educators and higher education professionals to understand their implications and make informed policy decisions for both individual courses and universities as a whole. -/- This paper has two parts. In the first half, we give an overview of XR technologies and their potential future role (...)
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  5. Can E-Sport Gamers Permissibly Engage with Off-Limits Virtual Wrongdoings?Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (4):1-3.
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  6. XR Embodiment and the Changing Nature of Sexual Harassment.Erick José Ramirez, Shelby Jennett, Jocelyn Tan, Sydney Campbell & Raghav Gupta - 2023 - Societies 13 (36).
    In this paper, we assess the impact of extended reality technologies as they relate to sexual forms of harassment. We begin with a brief history of the nature of sexual harassment itself. We then offer an account of extended reality technologies focusing specifically on psychological and hardware elements most likely to comprise what has been referred to as “the metaverse”. Although different forms of virtual spaces exist (i.e., private, semi-private, and public), we focus on public social metaverse spaces. We do (...)
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  7. Hit by the Virtual Trolley: When is Experimental Ethics Unethical?Jon Rueda - 2022 - Teorema: International Journal of Philosophy 41 (1):7-27.
    The trolley problem is one of the liveliest research frameworks in experimental ethics. In the last decade, social neuroscience and experimental moral psychology have gone beyond the studies with mere text-based hypothetical moral dilemmas. In this article, I present the rationale behind testing the actual behaviour in more realistic scenarios through Virtual Reality and summarize the body of evidence raised by the experiments with virtual trolley scenarios. Then, I approach the argument of Ramirez and LaBarge (2020), who claim that the (...)
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  8. May Kantians commit virtual killings that affect no other persons?Tobias Flattery - 2021 - Ethics and Information Technology 23 (4):751-762.
    Are acts of violence performed in virtual environments ever morally wrong, even when no other persons are affected? While some such acts surely reflect deficient moral character, I focus on the moral rightness or wrongness of acts. Typically it’s thought that, on Kant’s moral theory, an act of virtual violence is morally wrong (i.e., violate the Categorical Imperative) only if the act mistreats another person. But I argue that, on Kant’s moral theory, some acts of virtual violence can be morally (...)
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  9. Virtual Reality not for “being someone” but for “being in someone else’s shoes”: Avoiding misconceptions in empathy enhancement.Francisco Lara & Jon Rueda - 2021 - Frontiers in Psychology 12:3674.
    Erick J. Ramirez, Miles Elliott and Per‑Erik Milam (2021) have recently claimed that using Virtual Reality (VR) as an educational nudge to promote empathy is unethical. These authors argue that the influence exerted on the participant through virtual simulation is based on the deception of making them believe that they are someone else when this is impossible. This makes the use of VR for empathy enhancement a manipulative strategy in itself. In this article, we show that Ramirez et al.’s ethical (...)
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  10. An ethical code for commercial VR/AR applications.Erick Jose Ramirez, Jocelyn Tan, Miles Elliott, Mohit Gandhi & Lia Petronio - 2021 - In N. Shaghaghi, F. Lamberti, B. Beams, R. Shariatmadari & A. Amer (eds.), Intelligent Technologies for Interactive Entertainment. Springer.
    The commercial VR/AR marketplace is gaining ground and is becoming an ever larger and more significant component of the global economy. While much attention has been paid to the commercial promise of VR/AR, comparatively little attention has been given to the ethical issues that VR/AR technologies introduce. We here examine existing codes of ethics proposed by the ACM and IEEE and apply them to the unique ethical facets that VR/AR introduces. We propose a VR/AR code of ethics for developers and (...)
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  11. Olfactory Virtual Reality (OVR) for Wellbeing and Reduction of Stress, Anxiety and Pain.David Tomasi - 2021 - Journal of Medical Research and Health Sciences 4 (3).
    Olfactory Virtual Reality (OVR) for Wellbeing and Reduction of Stress, Anxiety and Pain - Journal of Medical Research and Health Sciences.
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  12. Virtual Reality and Empathy Enhancement: Ethical Aspects.Jon Rueda & Francisco Lara - 2020 - Frontiers in Robotics and AI 7.
    The history of humankind is full of examples that indicate a constant desire to make human beings more moral. Nowadays, technological breakthroughs might have a significant impact on our moral character and abilities. This is the case of Virtual Reality (VR) technologies. The aim of this paper is to consider the ethical aspects of the use of VR in enhancing empathy. First, we will offer an introduction to VR, explaining its fundamental features, devices and concepts. Then, we will approach the (...)
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  13. Old Lies, New Media A Review of "A Defense of Simulated Experience: New Noble Lies" by Mark Silcox. [REVIEW]Nele Van de Mosselaer & Stefano Gualeni - 2019 - Journal of the Philosophy of Games 2 (1).
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  14. I, avatar: Towards an extended theory of selfhood in immersive VR (4th edition).Anda Zahiu - 2019 - Információs Társadalom: Társadalomtudományi Folyóirat 19 (4):7-28.
    In this paper, I argue that virtual manifestations of selfhood in VR environments have a transformative effect on the users, which in turn has spillover effects in the physical world. I will argue in favor of extending our notion of personal identity as to include VR avatars as negotiable bodies that constitute a genuine part of who we are. Recent research in VR shows that users can experience the Proteus Effect and other lasting psychological changes after being immersed in VR. (...)
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  15. La regulación de los drones y la protección de los derechos fundamentales: especial atención a la tutela del menor (The regulation of drones and the protection of fundamental rights: special attention to the protection of minors).Joaquin Sarrión - 2018 - In Desafíos de la protección de menores en la sociedad digital: Internet, redes sociales y comunicación, Francisco Javier Durán Ruiz (dir.), Tirant lo blanch, 2018, ISBN 978-84-9169-753-4,. Valencia: Tirant lo Blanch. pp. 385-411.
    This paper is an approach to the regulation of drones and the protection of fundamental rights, particularly in relation to the use of drones equipped with image and data capture technologies, with special attention to the position and protection of minors.
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  16. Is Virtual Marriage Acceptable? A Psychological Study Investigating The Role of Ambiguity Tolerance and Intimacy Illusion in Online Dating among Adolescents and Early Adults.Juneman Abraham & Annisa Falah - 2017 - Journal of Psychological and Educational Research 24 (2):117-143.
    Marriage is one of the most important topics in the education field since life in this world is structured by interaction among families and between families and other social institutions. Dissatisfaction and unsustainability of marriage have led the urgency of premarital education in various countries. The problem is that the spread of virtual reality has made marriage itself to become more complex and experience reinterpretation and reconfiguration, moreover with the emergence of new kind of marriage in the digital era, i.e. (...)
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  17. Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology.Michael Madary & Thomas Metzinger - 2016 - Frontiers in Robotics and AI 3:1-23.
    The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting that (...)
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  18. Beyond Good and Evil? Morality in Video Games.Geert Gooskens - 2011 - Philosophical Writings (1):37-44.
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  19. My avatar, my self: Virtual harm and attachment.Jessica Wolfendale - 2007 - Ethics and Information Technology 9 (2):111-119.
    Multi-user online environments involve millions of participants world-wide. In these online communities participants can use their online personas – avatars – to chat, fight, make friends, have sex, kill monsters and even get married. Unfortunately participants can also use their avatars to stalk, kill, sexually assault, steal from and torture each other. Despite attempts to minimise the likelihood of interpersonal virtual harm, programmers cannot remove all possibility of online deviant behaviour. Participants are often greatly distressed when their avatars are harmed (...)
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  20. Trusting virtual trust.Paul B. de Laat - 2005 - Ethics and Information Technology 7 (3):167-180.
    Can trust evolve on the Internet between virtual strangers? Recently, Pettit answered this question in the negative. Focusing on trust in the sense of ‘dynamic, interactive, and trusting’ reliance on other people, he distinguishes between two forms of trust: primary trust rests on the belief that the other is trustworthy, while the more subtle secondary kind of trust is premised on the belief that the other cherishes one’s esteem, and will, therefore, reply to an act of trust in kind (‘trust-responsiveness’). (...)
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  21. Reality, sex, and cyberspace.P. D. Magnus - 2000 - In MacHack conference proceedings.
    Typical discussions of virtual reality (VR) fixate on technology for providing sensory stimulation of a certain kind. They thus fail to understand reality as the place wherein we live and work, misunderstanding it instead as merely a sort of presentation. The first half of the paper examines popular conceptions of VR. The most common conception is a shallow one according to which VR is a matter of simulating appearances. Yet there is, even in popular depictions, a second, more subtle conception (...)
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