55,190 research outputs found
Ethical Considerations for Virtual Worlds
Metaverses, like Second Life and Teleplace, and the inherent technology capabilities that they offer continue to be of interest for researchers, practitioners, and educators. Due to this trend, and the uncertainty regarding immersive virtual experiences as contrasted with face-to-face experiences, there is a need to further understand the ethical challenges associated with this virtual context. This paper presents a starting point for discussing ethics in virtual worlds. Specifically, we review virtual worlds and their unique technology capabilities as well as the ethical considerations that arise due to these unique capabilities
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Conducting empirical studies within Second Life
At The Open University in the UK, we are currently involved in two research projects related to 3D virtual worlds. These projects involve interviewing educators, designers and students in Second Life. Our empirical investigations involve interviews and conducting focus groups. In this presentation, we will share our experiences of conducting research in-world: for example, developing research materials to address the possible concerns of the Ethics Committee who may not be familiar with the avatar-based interactions in 3D virtual worlds; in-world recruitment of participants; interviewing techniques in Second Life; running focus groups in Second Life; and logistics of conducting empirical research in Second Life. We hope that the presentation will trigger discussions and sharing of ideas about ethical considerations, data protection issues, and identity rights of the avatar and how they are same different from the identity rights of the person behind the avatar?, and so on
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Learning in the Panopticon: ethical and social issues in building a virtual educational environment
This paper examines ethical and social issues which have proved important when initiating and creating educational spaces within a virtual environment. It focuses on one project, identifying the key decisions made, the barriers to new practice encountered and the impact these had on the project. It demonstrates the importance of the ābackstageā ethical and social issues involved in the creation of a virtual education community and offers conclusions, and questions, which will inform future research and practice in this area. These ethical issues are considered using Knobelās framework of front-end, in-process and back-end concerns, and include establishing social practices for the islands, allocating access rights, considering personal safety and supporting researchers appropriately within this contex
The Problem of Evil in Virtual Worlds
In its original form, Nozickās experience machine serves as a potent counterexample to a simplistic form of hedonism. The pleasurable life offered by the experience machine, its seems safe to say, lacks the requisite depth that many of us find necessary to lead a genuinely worthwhile life. Among other things, the experience machine offers no opportunities to establish meaningful relationships, or to engage in long-term artistic, intellectual, or political projects that survive oneās death. This intuitive objection finds some support in recent research regarding the psychological effects of phenomena such as video games or social media use.
After a brief discussion of these problems, I will consider a variation of the experience machine in which many of these deficits are remedied. In particular, Iāll explore the consequences of a creating a virtual world populated with strongly intelligent AIs with whom users could interact, and that could be engineered to survive the userās death. The presence of these agents would allow for the cultivation of morally significant relationships, and the worldās long-term persistence would help ground possibilities for a meaningful, purposeful life in a way that Nozickās original experience machine could not. While the creation of such a world is obviously beyond the scope of current technology, it represents a natural extension of the existing virtual worlds provided by current video games, and it provides a plausible āideal caseā toward which future virtual worlds will move.
While this improved experience machine would seem to represent progress over Nozickās original, I will argue that it raises a number of new problems stemming from the fact that that the world was created to provide a maximally satisfying and meaningful life for the intended user. This, in turn, raises problems analogous in some ways to the problem(s) of evil faced by theists. In particular, I will suggest that it is precisely those features that would make a world most attractive to potential usersāthe fact that the AIs are genuinely moral agents whose well-being the user can significantly impactāthat render its creation morally problematic, since they require that the AIs inhabiting the world be subject to unnecessary suffering. I will survey the main lines of response to the traditional problem of evil, and will argue that they are irrelevant to this modified case.
I will close by considering by consider what constraints on the future creation of virtual worlds, if any, might serve to allay the concerns identified in the previous discussion. I will argue that, insofar as the creation of such worlds would allow us to meet morally valuable purposes that could not be easily met otherwise, we would be unwise to prohibit it altogether. However, if our processes of creation are to be justified, they must take account of the interests of the moral agents that would come to exist as the result of our world creation
Social networking and digital gaming media convergence : classification and its consequences for appropriation
Within the field of Information Systems, a good proportion of research is concerned with the work organisation and this has, to some extent, restricted the kind of application areas given consideration. Yet, it is clear that information and communication technology deployments beyond the work organisation are acquiring increased importance in our lives. With this in mind, we offer a field study of the appropriation of an online play space known as Habbo Hotel. Habbo Hotel, as a site of media convergence, incorporates social networking and digital gaming functionality. Our research highlights the ethical problems such a dual classification of technology may bring. We focus upon a particular set of activities undertaken within and facilitated by the space ā scamming. Scammers dupe members with respect to their āFurniā, virtual objects that have online and offline economic value. Through our analysis we show that sometimes, online activities are bracketed off from those defined as offline and that this can be related to how the technology is classified by members ā as a social networking site and/or a digital game. In turn, this may affect membersā beliefs about rights and wrongs. We conclude that given increasing media convergence, the way forward is to continue the project of educating people regarding the difficulties of determining rights and wrongs, and how rights and wrongs may be acted out with respect to new technologies of play online and offline
Innocence Lost: Simulation Scenarios: Prospects and Consequences
Those who believe suitably programmed computers could enjoy conscious experience of the sort we enjoy must accept the possibility that their own experience is being generated as part of a computerized simulation. It would be a mistake to dismiss this is just one more radical sceptical possibility: for as Bostrom has recently noted, if advances in computer technology were to continue at close to present rates, there would be a strong probability that we are each living in a computer simulation. The first part of this paper is devoted to broadening the scope of the argument: even if computers cannot sustain consciousness (as many dualists and materialists believe), there may still be a strong likelihood that we are living simulated lives. The implications of this result are the focus of the second part of the paper. The topics discussed include: the Doomsday argument, scepticism, the different modes of virtual life, transcendental idealism, the Problem of Evil, and simulation ethics
Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology
The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section āPlasticity in the Human Mind,ā we cover some of the main results suggesting that oneās environment can influence oneās psychological states, as well as recent work on inducing illusions of embodiment. Then, in Section āIllusions of Embodiment and Their Lasting Effect,ā we go on to discuss recent evidence indicating that immersion in VR can have psychological effects that last after leaving the virtual environment. In the second part of the article, we turn to the risks and recommendations. We begin, in Section āThe Research Ethics of VR,ā with the research ethics of VR, covering six main topics: the limits of experimental environments, informed consent, clinical risks, dual-use, online research, and a general point about the limitations of a code of conduct for research. Then, in Section āRisks for Individuals and Society,ā we turn to the risks of VR for the general public, covering four main topics: long-term immersion, neglect of the social and physical environment, risky content, and privacy. We offer concrete recommendations for each of these 10 topics, summarized in Table 1
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