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  1. Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far.Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (3):1-21.
    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 wrongdoing lightly”, and he proposes a graveness resolution to (...)
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  • Causation in a Virtual World: a Mechanistic Approach.Billy Wheeler - 2022 - Philosophy and Technology 35 (1):1-26.
    Objects appear to causally interact with one another in virtual worlds, such as video games, virtual reality, and training simulations. Is this causation real or is it illusory? In this paper I argue that virtual causation is as real as physical causation. I achieve this in two steps: firstly, I show how virtual causation has all the important hallmarks of relations that are causal, as opposed to merely accidental, and secondly, I show how virtual causation is genuine according to one (...)
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  • Reality+: Virtual Worlds and the Problems of Philosophy.David John Chalmers - 2022 - New York: W. W. Norton.
    A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality; that's the central thesis of Reality+. In a highly original work of "technophilosophy," David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even be in a virtual world already. Along the way, (...)
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  • What it’s like to be a ___: Why it’s (often) unethical to use VR as an empathy nudging tool.Erick Jose Ramirez, Miles Elliott & Per-Erik Milam - 2021 - Ethics and Information Technology 1 (3):527-542.
    In this article, we apply the literature on the ethics of choice-architecture (nudges) to the realm of virtual reality (VR) to point out ethical problems with using VR for empathy-based nudging. Specifically, we argue that VR simulations aiming to enhance empathic understanding of others via perspective-taking will almost always be unethical to develop or deploy. We argue that VR-based empathy enhancement not only faces traditional ethical concerns about nudge (autonomy, welfare, transparency), but also a variant of the semantic variance problem (...)
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  • Virtual Reality: Digital or Fictional?Neil McDonnell & Nathan Wildman - 2019 - Disputatio 11 (55):371-397.
    Are the objects and events that take place in Virtual Reality genuinely real? Those who answer this question in the affirmative are realists, and those who answer in the negative are irrealists. In this paper we argue against the realist position, as given by Chalmers (2017), and present our own preferred irrealist account of the virtual. We start by disambiguating two potential versions of the realist position—weak and strong— and then go on to argue that neither is plausible. We then (...)
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  • The Virtual and the Real.David J. Chalmers - 2017 - Disputatio 9 (46):309-352.
    I argue that virtual reality is a sort of genuine reality. In particular, I argue for virtual digitalism, on which virtual objects are real digital objects, and against virtual fictionalism, on which virtual objects are fictional objects. I also argue that perception in virtual reality need not be illusory, and that life in virtual worlds can have roughly the same sort of value as life in non-virtual worlds.
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  • Simulation, self-extinction, and philosophy in the service of human civilization.Jeffrey White - 2016 - AI and Society 31 (2):171-190.
    Nick Bostrom’s recently patched ‘‘simulation argument’’ (Bostrom in Philos Q 53:243–255, 2003; Bos- trom and Kulczycki in Analysis 71:54–61, 2011) purports to demonstrate the probability that we ‘‘live’’ now in an ‘‘ancestor simulation’’—that is as a simulation of a period prior to that in which a civilization more advanced than our own—‘‘post-human’’—becomes able to simulate such a state of affairs as ours. As such simulations under consid- eration resemble ‘‘brains in vats’’ (BIVs) and may appear open to similar objections, the (...)
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  • How to (dis)solve the Gamer’s Dilemma.Erick Jose Ramirez - 2020 - Ethical Theory and Moral Practice (1):1-21.
    The Gamer's Dilemma challenges us to find a distinction between virtual murder and virtual pedophilia. Without such a distinction, we are forced to conclude that either both are morally acceptable or that both should be morally illicit. This paper argues that the best way to solve the dilemma is, in one sense, to dissolve it. The Gamer's Dilemma rests on a misunderstanding in the sense that it does not distinguish between the form of a simulation and its surface content. A (...)
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  • Virtually imagining our biases.Ema Sullivan-Bissett - 2023 - Philosophical Psychology 36 (4):860-893.
    A number of studies have investigated how immersion in a virtual reality environment can affect participants’ implicit biases. These studies presume associationism about implicit bias. Recently philosophers have argued that associationism is inadequate and have made a case for understanding implicit biases propositionally. However, no propositionalist has considered the empirical work on virtual reality and how to integrate it into their theories. I examine this work against a propositionalist background, in particular, looking at the belief and patchy endorsement models. I (...)
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  • The Transition into Virtual Reality.Mark Silcox - 2019 - Disputatio 11 (55):437-451.
    In “The Virtual and the Real,” David Chalmers argues that there is an epistemic and ontological parity between VR and ordinary reality. My argument here is that, whatever the plausibility of these claims, they provide no basis for supposing that there is a similar parity of value. Careful reflection upon certain aspects of the transition that individuals make from interacting with real-world, physical environments to interacting with VR provides a basis for thinking that, to the extent that there are good (...)
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  • Walton, Truth in Fiction, and Video Games: A Rejoinder to Willis.Martin Ricksand - 2020 - Journal of Aesthetics and Art Criticism 78 (1):101-105.
    The Journal of Aesthetics and Art Criticism, Volume 78, Issue 1, Page 101-105, Winter 2020.
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  • Walton, Truth in Fiction, and Video Games: A Rejoinder to Willis.Martin Ricksand - 2020 - Journal of Aesthetics and Art Criticism 78 (1):101-105.
    In her thought‐provoking article, Willis (2019) argues that video games differ from other media—with regard to fictional truth—in ways which cannot be accounted.
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