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  1. The Impact of Virtual Communities on Cultural Identity.Radoslav Baltezarevic, Borivoje Baltezarevic, Piotr Kwiatek & Vesna Baltezarevic - 2019 - Symposion: Theoretical and Applied Inquiries in Philosophy and Social Sciences 6 (1):1-22.
    The emergence of the Internet and various forms of virtual communities has led to the impact of a new social space on individuals who frequently replace the real world with alternative forms of socializing. In virtual communities, new ‘friendships’ are easily accepted;however,how this acceptance influences cultural identity has not been investigated. Based on the data collected from 443 respondents in the Republic of Serbia, authors analyzethisconnexion,as well as how the absorption of others’ cultural values is reflected on the local cultural (...)
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  • 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 (...)
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  • Real moral problems in the use of virtual reality.Erick Jose Ramirez & Scott LaBarge - 2018 - Ethics and Information Technology (4):249-263.
    In this paper, we argue that, under a specific set of circumstances, designing and employing certain kinds of virtual reality (VR) experiences can be unethical. After a general discussion of simulations and their ethical context, we begin our argu-ment by distinguishing between the experiences generated by different media (text, film, computer game simulation, and VR simulation), and argue that VR experiences offer an unprecedented degree of what we call “perspectival fidelity” that prior modes of simulation lack. Additionally, we argue that (...)
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  • Virtualization of the life-world.O. I. Ollinaho - 2018 - Human Studies 41 (2):193-209.
    Building on Alfred Schütz’s work, this essay conceptually scrutinizes virtual worlds with an aim to clarify what is at stake with the virtualization of the late modern society. The diffusion of technological artifacts, devices of communication and the Internet in particular, have transformed the life-world of essentially everyone. In the past few years our everyday life, including its livelihoods, has seen a proliferation of activities within virtual worlds, such as games and virtual social networks. We can now live and experience (...)
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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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  • Virtual Reality: Fictional all the Way Down (and that’s OK).Jesper Juul - 2019 - Disputatio 11 (55):333-343.
    Are virtual objects real? I will claim that the question sets us up for the wrong type of conclusion: Chalmers (2017) argues that a virtual calculator (like other entities) is a real calculator when it is “organizationally invariant” with its non-virtual counterpart—when it performs calculation. However, virtual reality and games are defined by the fact that they always selectively implement their source material. Even the most detailed virtual car will still have an infinite range of details which are missing (gas, (...)
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  • Being together, worlds apart: a virtual-worldly phenomenology.Rebecca A. Hardesty & Ben Sheredos - 2019 - Human Studies (3):1-28.
    Previous work in Game Studies has centered on several loci of investigation in seeking to understand virtual gameworlds. First, researchers have scrutinized the concept of the virtual world itself and how it relates to the idea of “the magic circle”. Second, the field has outlined various forms of experienced “presence”. Third, scholarship has noted that the boundaries between the world of everyday life and virtual worlds are porous, and that this fosters a multiplicity of identities as players identify both with (...)
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  • The Square and the Tower: Networks and Power, from the Freemasons to Facebook.Niall Ferguson - 2018
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  • The Impact of Virtual Communities on Cultural Identity.Radoslav Baltezarevic, Borivoje Baltezarevic, Piotr Kwiatek & Vesna Baltezarevic - forthcoming - Symposion. Theoretical and Applied Inquiries in Philosophy and Social Sciences.
    Radoslav Baltezarevic, Borivoje Baltezarevic, Piotr Kwiatek and Vesna Baltezarevic ABSTRACT: The emergence of the Internet and various forms of virtual communities has led to the impact of a new social space on individuals who frequently replace the real world with alternative forms of socializing. In virtual communities, new ‘friendships’ are easily accepted; however, how this...
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