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  1. Mimesis as make-believe: on the foundations of the representational arts.Kendall L. Walton - 1990 - Cambridge: Harvard University Press.
    Mimesis as Make-Believe is important reading for everyone interested in the workings of representational art.
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  • Real wrongs in virtual communities.Thomas M. Powers - 2003 - Ethics and Information Technology 5 (4):191-198.
    Beginning with the well-knowncyber-rape in LambdaMOO, I argue that it ispossible to have real moral wrongs in virtualcommunities. I then generalize the account toshow how it applies to interactions in gamingand discussion communities. My account issupported by a view of moral realism thatacknowledges entities like intentions andcausal properties of actions. Austin's speechact theory is used to show that real people canact in virtual communities in ways that bothestablish practices and moral expectations, andwarrant strong identifications betweenthemselves and their online identities. Rawls'conception (...)
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  • The ethics of representation and action in virtual reality.Philip Brey - 1999 - Ethics and Information Technology 1 (1):5-14.
    This essay addresses ethical aspects of the design and use of virtual reality (VR) systems, focusing on the behavioral options made available in such systems and the manner in which reality is represented or simulated in them. An assessment is made of the morality of immoral behavior in virtual reality, and of the virtual modeling of such behavior. Thereafter, the ethical aspects of misrepresentation and biased representation in VR applications are discussed.
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  • A further analysis of the ethics of representation in virtual reality: Multi-user environments. [REVIEW]Paul J. Ford - 2001 - Ethics and Information Technology 3 (2):113-121.
    This is a follow-up article toPhilip Brey's ``The ethics of representation andaction in Virtual Reality'' (published in thisjournal in January 1999). Brey's call for moreanalysis of ethical issues of virtual reality(VR) is continued by further analyzing issuesin a specialized domain of VR – namelymulti-user environments. Several elements ofBrey's article are critiqued in order to givemore context and a framework for discussion.Issues surrounding representations ofcharacters in multi-user virtual realities aresurveyed in order to focus attention on theimportance of additional discussion andanalysis of (...)
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  • Emotional Adultery.Louise Collins - 1999 - Social Theory and Practice 25 (2):243-270.
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  • Virtual Reality and the Metaphysics of Self, Community and Nature.Wes Cooper - 1995 - International Journal of Applied Philosophy 9 (2):1-14.
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  • Mimesis as Make-Believe: On the Foundations of the Representational Arts.Kendall L. Walton - 1990 - Journal of Aesthetics and Art Criticism 49 (2):161-166.
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  • Emotional Adultery.Louise Collins - 1999 - Social Theory and Practice 25 (2):243-270.
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  • Should vegetarians play video games?Matthew Elton - 2000 - Philosophical Papers 29 (1):21-42.
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