Switch to: References

Add citations

You must login to add citations.
  1. Doing Good with Virtual Reality: The Ethics of Using Virtual Simulations for Improving Human Morality.Jon Rueda (ed.) - 2023 - New York: Routledge.
    Much of the excitement and concern with virtual reality (VR) has to do with the impact of virtual experiences on our moral conduct in the “real world”. VR technologies offer vivid simulations that may impact prosocial dispositions and abilities or emotions related to morality. Whereas some experiences could facilitate particular moral behaviors, VR could also inculcate bad moral habits or lead to the surreptitious development of nefarious moral traits. In this chapter, I offer an overview of the ethical debate about (...)
    Download  
     
    Export citation  
     
    Bookmark  
  • Video Games and Ethics.Monique Wonderly - 2017 - In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41.
    Historically, video games featuring content perceived as excessively violent have drawn moral criticism from an indignant (and sometimes, morally outraged) public. Defenders of violent video games have insisted that such criticisms are unwarranted, as committing acts of virtual violence against computer-controlled characters – no matter how heinous or cruel those actions would be if performed in real life – harm no actual people. In this paper, I present and critically analyze key aspects of this debate. I argue that while many (...)
    Download  
     
    Export citation  
     
    Bookmark   3 citations  
  • Computer Simulations in Science and Engineering. Concept, Practices, Perspectives.Juan Manuel Durán - 2018 - Springer.
    This book addresses key conceptual issues relating to the modern scientific and engineering use of computer simulations. It analyses a broad set of questions, from the nature of computer simulations to their epistemological power, including the many scientific, social and ethics implications of using computer simulations. The book is written in an easily accessible narrative, one that weaves together philosophical questions and scientific technicalities. It will thus appeal equally to all academic scientists, engineers, and researchers in industry interested in questions (...)
    Download  
     
    Export citation  
     
    Bookmark   22 citations  
  • The Ethics of Virtual Reality Technology: Social Hazards and Public Policy Recommendations.James S. Spiegel - 2018 - Science and Engineering Ethics 24 (5):1537-1550.
    This article explores four major areas of moral concern regarding virtual reality technologies. First, VR poses potential mental health risks, including Depersonalization/Derealization Disorder. Second, VR technology raises serious concerns related to personal neglect of users’ own actual bodies and real physical environments. Third, VR technologies may be used to record personal data which could be deployed in ways that threaten personal privacy and present a danger related to manipulation of users’ beliefs, emotions, and behaviors. Finally, there are other moral and (...)
    Download  
     
    Export citation  
     
    Bookmark   3 citations  
  • The banality of simulated evil: Designing ethical gameplay. [REVIEW]Miguel Sicart - 2009 - Ethics and Information Technology 11 (3):191-202.
    This paper offers an analytical description of the ethics of game design and its influence in the ethical challenges computer games present. The paper proposes a set of game design suggestions based on the Information Ethics concept of Levels of Abstraction which can be applied to formalise ethical challenges into gameplay mechanics; thus allowing game designers to incorporate ethics as part of the experience of their games. The goal of this paper is twofold: to address some of the reasons why (...)
    Download  
     
    Export citation  
     
    Bookmark   12 citations  
  • Getting 'virtual' wrongs right.Robert Francis John Seddon - 2013 - Ethics and Information Technology 15 (1):1-11.
    Whilst some philosophical progress has been made on the ethical evaluation of playing video games, the exact subject matter of this enquiry remains surprisingly opaque. ‘Virtual murder’, simulation, representation and more are found in a literature yet to settle into a tested and cohesive terminology. Querying the language of the virtual in particular, I suggest that it is at once inexplicit and laden with presuppositions potentially liable to hinder anyone aiming to construct general philosophical claims about an ethics of gameplay, (...)
    Download  
     
    Export citation  
     
    Bookmark   7 citations  
  • Value Immersion and Value Regression: on Moral Aggregation of Virtual Communities.Narcisa Loredana Posteuca - 2015 - Postmodern Openings 6 (2):79-88.
    The scope of this research paper is to analyze the value integrative-models that can be applied to the virtual interactive constructs, but also to delineate the correspondences established between identity, self and value representation. Concerning the social acquirements that can be distinguished at the level of virtual communities, it is necessary to follow the immersion/ regression processes through which a value layout is settled. Concerning the User’s ability to mediate this value progression in various networking sequences, an analysis of the (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  • The incorrigible social meaning of video game imagery.Stephanie Patridge - 2010 - Ethics and Information Technology 13 (4):303-312.
    In this paper, I consider a particular amoralist challenge against those who would morally criticize our single-player video play, viz., “come on, it’s only a game!” The amoralist challenge with which I engage gains strength from two facts: the activities to which the amoralist lays claim are only those that do not involve interactions with other rational or sentient creatures, and the amoralist concedes that there may be extrinsic, consequentialist considerations that support legitimate moral criticisms. I argue that the amoralist (...)
    Download  
     
    Export citation  
     
    Bookmark   33 citations  
  • The Convergence of Virtual Reality and Social Networks: Threats to Privacy and Autonomy.Fiachra O’Brolcháin, Tim Jacquemard, David Monaghan, Noel O’Connor, Peter Novitzky & Bert Gordijn - 2016 - Science and Engineering Ethics 22 (1):1-29.
    The rapid evolution of information, communication and entertainment technologies will transform the lives of citizens and ultimately transform society. This paper focuses on ethical issues associated with the likely convergence of virtual realities and social networks, hereafter VRSNs. We examine a scenario in which a significant segment of the world’s population has a presence in a VRSN. Given the pace of technological development and the popularity of these new forms of social interaction, this scenario is plausible. However, it brings with (...)
    Download  
     
    Export citation  
     
    Bookmark   6 citations  
  • The conceptual exportation question: conceptual engineering and the normativity of virtual worlds.Thomas Montefiore & Paul-Mikhail Catapang Podosky - 2024 - Ethics and Information Technology 26 (1):1-13.
    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. This is done by disambiguating the ‘virtual’ character of ‘virtual (...)
    Download  
     
    Export citation  
     
    Bookmark  
  • 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   3 citations  
  • Intentionality and virtual objects: the case of Qiu Chengwei’s dragon sabre.Michael Madary - 2014 - Ethics and Information Technology 16 (3):219-225.
    This article offers an analysis of intentionality for virtual objects and explores some of the ethical implications of this analysis. The main example which serves as a motivation for the article is the case of a Chinese gamer who, in 2005, committed murder in retaliation for the theft of a virtual object, the theft of his virtual dragon sabre. The intentional analysis reveals that the way in which we experience virtual objects shares a structural similarity with the way in which (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  • The gamer’s dilemma: An analysis of the arguments for the moral distinction between virtual murder and virtual paedophilia.Morgan Luck - 2009 - Ethics and Information Technology 11 (1):31-36.
    Most people agree that murder is wrong. Yet, within computer games virtual murder scarcely raises an eyebrow. In one respect this is hardly surprising, as no one is actually murdered within a computer game. A virtual murder, some might argue, is no more unethical than taking a pawn in a game of chess. However, if no actual children are abused in acts of virtual paedophilia (life-like simulations of the actual practice), does that mean we should disregard these acts with the (...)
    Download  
     
    Export citation  
     
    Bookmark   46 citations  
  • Ethics of Virtual Reality Applications in Computer Game Production.Daniel Kade - 2015 - Philosophies 1 (1):73--86.
    A current trend in the gaming industry is to provide more realistic and believable looking animation. To support this, motion capture has been used to create such animation. Lately, immersive virtual environments have been further developed and can be used to support motion capture actors with their work. Using immersive virtual environments as work environments has already been explored, but no ethical analysis or applied ethical code has been provided for such situations. In this paper, we investigate the ethical implications (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  • Why unreal punishments in response to unreal crimes might actually be a really good thing.Marcus Johansson - 2009 - Ethics and Information Technology 11 (1):71-79.
    In this article I explore ways to argue about punishment of personal representations in virtual reality. I will defend the idea that such punishing might sometimes be morally required. I offer four different lines of argument: one consequentialistic, one appealing to an idea of appropriateness, one using the notion of organic wholes, and one starting from a supposed inability to determine the limits of the extension of the moral agent. I conclude that all four approaches could, in some cases, justify (...)
    Download  
     
    Export citation  
     
    Bookmark   8 citations  
  • Maintaining the reversibility of foldings: Making the ethics (politics) of information technology visible. [REVIEW]Lucas D. Introna - 2007 - Ethics and Information Technology 9 (1):11-25.
    This paper will address the question of the morality of technology. I believe this is an important question for our contemporary society in which technology, especially information technology, is increasingly becoming the default mode of social ordering. I want to suggest that the conventional manner of conceptualising the morality of technology is inadequate – even dangerous. The conventional view of technology is that technology represents technical means to achieve social ends. Thus, the moral problem of technology, from this perspective, is (...)
    Download  
     
    Export citation  
     
    Bookmark   12 citations  
  • Moral Equivalence in the Metaverse.Alexei Grinbaum & Laurynas Adomaitis - 2022 - NanoEthics 16 (3):257-270.
    Are digital subjects in virtual reality morally equivalent to human subjects? We divide this problem into two questions bearing, respectively, on cognitive and emotional equivalence. Typically, cognitive equivalence does not hold due to the lack of substantialist indistinguishability, but emotional equivalence applies: digital subjects endowed with face or language elicit emotional responses on a par with real-world pleasure, desire, horror, or fear. This is sufficient for projecting moral traits on avatars in the metaverse or on dialog systems based on large (...)
    Download  
     
    Export citation  
     
    Bookmark  
  • Virtual decisions: video game ethics, Just Consequentialism, and ethics on the fly.Don Gotterbarn & James Moor - 2009 - Acm Sigcas Computers and Society 39 (3):27-42.
    Video games are ethically controversial. Some video games are effective training tools for learning various skills and approaches to problem-solving, but some video games are notorious for promoting discriminatory and barbaric behavior. We consider such ethical pros and cons of video games, but we also present a more fundamental ethical issue about video games. Most video games have a bias toward self-centered decision-making. Often the decision-making driver is not the impact of the decision on society but rather the quantity of (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  • Reconstructing personal stories in virtual reality as a mechanism to recover the self.Iva Georgieva & Georgi V. Georgiev - 2020 - International Journal of Environmental Research and Public Health 17 (1).
    Advances in virtual reality present opportunities to relive experiences in an immersive medium that can change the way we perceive our life stories, potentially shaping our realities for the better. This paper studies the role of virtual reality as a tool for the creation of stories with the concept of the self as a narrator and the life of the self as a storyline. The basis of the study is the philosophical notion of the self-narrative as an explanatory story of (...)
    Download  
     
    Export citation  
     
    Bookmark  
  • 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   4 citations  
  • On the Epistemic Status of Prenatal Ultrasound: Are Ultrasound Scans Photographic Pictures?Maddalena Favaretto, Danya F. Vears & Pascal Borry - 2020 - Journal of Medicine and Philosophy 45 (2):231-250.
    Medical imaging is predominantly a visual field. In this context, prenatal ultrasound images assume intense social, ethical, and psychological significance by virtue of the subject they represent: the fetus. This feature, along with the sophistication introduced by three-dimensional ultrasound imaging that allows improved visualization of the fetus, has contributed to the common impression that prenatal ultrasound scans are like photographs of the fetus. In this article we discuss the consistency of such a comparison. First, we investigate the epistemic role of (...)
    Download  
     
    Export citation  
     
    Bookmark   2 citations  
  • Virtual worlds and moral evaluation.Jeff Dunn - 2012 - Ethics and Information Technology 14 (4):255-265.
    Consider the multi-user virtual worlds of online games such as EVE and World of Warcraft, or the multi-user virtual world of Second Life. Suppose a player performs an action in one of these worlds, via his or her virtual character, which would be wrong, if the virtual world were real. What is the moral status of this virtual action? In this paper I consider arguments for and against the Asymmetry Thesis: the thesis that such virtual actions are never wrong. I (...)
    Download  
     
    Export citation  
     
    Bookmark   10 citations  
  • Togetherness and respect: ethical concerns of privacy in Global Web Societies.Gordana Dodig-Crnkovic & Virginia Horniak - 2006 - AI and Society 20 (3):372-383.
    Today’s computer network technologies are sociologically founded on hunter-gatherer principles; common users may be possible subjects of surveillance and sophisticated internet-based attacks are almost impossible to prevent. At the same time, information and communication technology, ICT offers the technical possibility of embedded privacy protection. Making technology legitimate by design is a part of the intentional design for democracy. This means incorporating options for socially acceptable behaviour in technical systems, and making the basic principles of privacy protection, rights and responsibilities, transparent (...)
    Download  
     
    Export citation  
     
    Bookmark  
  • Cognitive revolution, virtuality and good life.Gordana Dodig-Crnkovic - 2013 - AI and Society 28 (3):319-327.
    We are living in an era when the focus of human relationships with the world is shifting from execution and physical impact to control and cognitive/informational interaction. This emerging, increasingly informational world is our new ecology, an infosphere that presents the grounds for a cognitive revolution based on interactions in networks of biological and artificial, intelligent agents. After the industrial revolution, which extended the human body through mechanical machinery, the cognitive revolution extends the human mind/cognition through information-processing machinery. These novel (...)
    Download  
     
    Export citation  
     
    Bookmark  
  • What does the gamer do?Rebecca Davnall - 2020 - Ethics and Information Technology 23 (3):225-237.
    The 'Gamer's Dilemma' is the problem of why some actions occurring in video game contexts seem to have similar, albeit attenuated, kinds of moral significance to their real-world equivalents, while others do not. In this paper, I argue that much of the confusion in the literature on this problem is not ethical but metaphysical. The Gamer's Dilemma depends on a particular theory of the virtual, which I call 'inflationary', according to which virtual worlds are a metaphysical novelty generated almost exclusively (...)
    Download  
     
    Export citation  
     
    Bookmark   8 citations  
  • Sin in cyber-Eden: Understanding the metaphysics and morals of virtual worlds. [REVIEW]Ashley John Craft - 2007 - Ethics and Information Technology 9 (3):205-217.
    This article uses a notorious incident within the computer program EVE Online to exemplify and facilitate discussion of the metaphysics of virtual worlds and the morality of user behavior. The first section examines various frameworks used to understand virtual worlds, and emphasizes those which recognize virtual worlds as legal contracts, as representational worlds, and as media for communication. The second section draws on these frameworks to analyze issues of virtual theft and virtual betrayal arising in the EVE incident. The article (...)
    Download  
     
    Export citation  
     
    Bookmark   4 citations  
  • Violent computer games, empathy, and cosmopolitanism.Mark Coeckelbergh - 2007 - Ethics and Information Technology 9 (3):219-231.
    Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a controversial empirical claim, is often one-sided in the range of moral theories used, and remains on a general level with its focus on content alone. In response to these problems, I pick up Matt McCormick’s thesis that potential harm from playing computer games is (...)
    Download  
     
    Export citation  
     
    Bookmark   11 citations  
  • Invoking politics and ethics in the design of information technology: Undesigning the design. [REVIEW]Martin Brigham & Lucas D. Introna - 2007 - Ethics and Information Technology 9 (1):1-10.
    It is a truism that the design and deployment of information and communication technologies is vital to everyday life, the conduct of work and to social order. But how are individual, organisational and societal choices made? What might it mean to invoke a politics and an ethics of information technology design and use? This editorial paper situates these questions within the trajectory of preoccupations and approaches to the design and deployment of information technology since computerisation began in the 1940s. Focusing (...)
    Download  
     
    Export citation  
     
    Bookmark   4 citations  
  • The video gamer’s dilemmas.Rami Ali - 2022 - Ethics and Information Technology 24 (2).
    The gamer’s dilemma offers three plausible but jointly inconsistent premises: (1) Virtual murder in video games is morally permissible. (2) Virtual paedophelia in video games is not morally permissible. (3) There is no morally relevant difference between virtual murder and virtual paedophelia in video games. In this paper I argue that the gamer’s dilemma can be understood as one of three distinct dilemmas, depending on how we understand two key ideas in Morgan Luck’s (2009) original formulation. The two ideas are (...)
    Download  
     
    Export citation  
     
    Bookmark   3 citations  
  • A new solution to the gamer’s dilemma.Rami Ali - 2015 - Ethics and Information Technology 17 (4):267-274.
    Luck (2009) argues that gamers face a dilemma when it comes to performing certain virtual acts. Most gamers regularly commit acts of virtual murder, and take these acts to be morally permissible. They are permissible because unlike real murder, no one is harmed in performing them; their only victims are computer-controlled characters, and such characters are not moral patients. What Luck points out is that this justification equally applies to virtual pedophelia, but gamers intuitively think that such acts are not (...)
    Download  
     
    Export citation  
     
    Bookmark   26 citations  
  • A RESEARCH ON THE ONTOLOGY OF VIRTUAL ACTIONS (Sanal Eylemlerin Ontolojisi Üzerine Bir Araştırma).Ergün Avcı - 2023 - Journal of Academic Social Science 11 (145):280-293.
    The study of the ontology of virtual actions is essentially an examination of the nature of actions in virtual environments directly. This article first examined traditional research on the subject and then showed that these researches ignored findings about the nature of virtual actions. Previous studies have dealt with virtual action mostly from an ethical, psychological, or legal framework and focused on the individual or social effects of virtual action. In addition, these studies discuss not the virtual action itself, but (...)
    Download  
     
    Export citation  
     
    Bookmark  
  • 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   8 citations  
  • Social context in massively-multiplayer online games (MMOGs): ethical questions in shared space.Dorothy E. Warner & Mike Raiter - 2005 - International Review of Information Ethics 4 (7):46-52.
    Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games . The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, focusing (...)
    Download  
     
    Export citation  
     
    Bookmark   2 citations