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  1. Game mechanics and technological mediation: an ethical perspective on the effects of MMORPG’s.Christian Klemm & Wolter Pieters - 2017 - Ethics and Information Technology 19 (2):81-93.
    In the past decades, video games have grown from a niche market to one of the major entertainment media, enticing millions of players worldwide. When ethical aspects of video games are being debated, the discussion oftentimes revolves around effects of their content, such as violence. This paper argues that effects of game mechanics, such as reward mechanisms, should be considered as well, as these are at the core of the appeal of games. We analyze the ethical dimension of behavioral game (...)
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  • Refining the ethics of computer-made decisions: a classification of moral mediation by ubiquitous machines.Marlies Van de Voort, Wolter Pieters & Luca Consoli - 2015 - Ethics and Information Technology 17 (1):41-56.
    In the past decades, computers have become more and more involved in society by the rise of ubiquitous systems, increasing the number of interactions between humans and IT systems. At the same time, the technology itself is getting more complex, enabling devices to act in a way that previously only humans could, based on developments in the fields of both robotics and artificial intelligence. This results in a situation in which many autonomous, intelligent and context-aware systems are involved in decisions (...)
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  • Security-by-Experiment: Lessons from Responsible Deployment in Cyberspace.Wolter Pieters, Dina Hadžiosmanović & Francien Dechesne - 2016 - Science and Engineering Ethics 22 (3):831-850.
    Conceiving new technologies as social experiments is a means to discuss responsible deployment of technologies that may have unknown and potentially harmful side-effects. Thus far, the uncertain outcomes addressed in the paradigm of new technologies as social experiments have been mostly safety-related, meaning that potential harm is caused by the design plus accidental events in the environment. In some domains, such as cyberspace, adversarial agents may be at least as important when it comes to undesirable effects of deployed technologies. In (...)
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