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  1. 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 (...)
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  • Augmented reality, augmented ethics: who has the right to augment a particular physical space?Erica L. Neely - 2019 - Ethics and Information Technology 21 (1):11-18.
    Augmented reality blends the virtual and physical worlds such that the virtual content experienced by a user of AR technology depends on the user’s geographical location. Games such as Pokémon GO and technologies such as HoloLens are introducing an increasing number of people to augmented reality. AR technologies raise a number of ethical concerns; I focus on ethical rights surrounding the augmentation of a particular physical space. To address this I distinguish public and private spaces; I also separate the case (...)
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  • 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 (...)
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