Real moral problems in the use of virtual reality

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 argument by distinguishing between the experiences genera...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Ethics and information technology 2018-12, Vol.20 (4), p.249-263
Hauptverfasser: Ramirez, Erick Jose, LaBarge, Scott
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 263
container_issue 4
container_start_page 249
container_title Ethics and information technology
container_volume 20
creator Ramirez, Erick Jose
LaBarge, Scott
description 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 argument 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 when VR experiences couple this perspectival fidelity with what we call “context realism,” VR experiences have the ability to produce “virtually real experiences.” We claim that virtually real experiences generate ethical issues for VR technologies that are unique to the medium. Because subjects of these experiences treat them as if they were real, a higher degree of ethical scrutiny should be applied to any VR scenario with the potential to generate virtually real experiences. To mitigate this unique moral hazard, we propose and defend what we call “The Equivalence Principle.” This principle states that “if it would be wrong to allow subjects to have a certain experience in reality, then it would be wrong to allow subjects to have that experience in a virtually real setting.” We argue that such a principle, although limited in scope, should be part of the risk analysis conducted by any Institutional Review Boards, psychologists, empirically oriented philosophers, or game designers who are using VR technology in their work.
doi_str_mv 10.1007/s10676-018-9473-5
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2076587521</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2076587521</sourcerecordid><originalsourceid>FETCH-LOGICAL-c316t-dcc71b3b589990dc5d8e51f0682be8b8df7d8536130d381517d6f43ea9fa6c663</originalsourceid><addsrcrecordid>eNp1kE9LxDAQxYMouK5-AG8Bz9GZpvl3lEVdYUEQPYe2SbRLu12TVthvb5YKnrzMDMx7b4YfIdcItwig7hKCVJIBamZKxZk4IQsUqmC65OY0z1xrhkaoc3KR0hYAhEK1IPjqq472Q8x1H4e6832i7Y6On55OydMh0O82jlNex6xsx8MlOQtVl_zVb1-S98eHt9WabV6enlf3G9ZwlCNzTaOw5rXQxhhwjXDaCwwgdVF7XWsXlNOCS-TguEaByslQcl-ZUMlGSr4kN3Nufutr8mm022GKu3zSFqCk0EoUmFU4q5o4pBR9sPvY9lU8WAR7JGNnMjaTsUcyVmRPMXtS1u4-fPxL_t_0A0BoZMw</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2076587521</pqid></control><display><type>article</type><title>Real moral problems in the use of virtual reality</title><source>Springer Nature - Complete Springer Journals</source><creator>Ramirez, Erick Jose ; LaBarge, Scott</creator><creatorcontrib>Ramirez, Erick Jose ; LaBarge, Scott</creatorcontrib><description>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 argument 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 when VR experiences couple this perspectival fidelity with what we call “context realism,” VR experiences have the ability to produce “virtually real experiences.” We claim that virtually real experiences generate ethical issues for VR technologies that are unique to the medium. Because subjects of these experiences treat them as if they were real, a higher degree of ethical scrutiny should be applied to any VR scenario with the potential to generate virtually real experiences. To mitigate this unique moral hazard, we propose and defend what we call “The Equivalence Principle.” This principle states that “if it would be wrong to allow subjects to have a certain experience in reality, then it would be wrong to allow subjects to have that experience in a virtually real setting.” We argue that such a principle, although limited in scope, should be part of the risk analysis conducted by any Institutional Review Boards, psychologists, empirically oriented philosophers, or game designers who are using VR technology in their work.</description><identifier>ISSN: 1388-1957</identifier><identifier>EISSN: 1572-8439</identifier><identifier>DOI: 10.1007/s10676-018-9473-5</identifier><language>eng</language><publisher>Dordrecht: Springer Netherlands</publisher><subject>Computer &amp; video games ; Computer Science ; Computer simulation ; Equivalence principle ; Ethics ; Innovation/Technology Management ; Library Science ; Management of Computing and Information Systems ; Morality ; Original Paper ; Phenomenology ; Psychological aspects ; Review boards ; Risk analysis ; Simulation ; User Interfaces and Human Computer Interaction ; Virtual reality</subject><ispartof>Ethics and information technology, 2018-12, Vol.20 (4), p.249-263</ispartof><rights>Springer Nature B.V. 2018</rights><rights>Ethics and Information Technology is a copyright of Springer, (2018). All Rights Reserved.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c316t-dcc71b3b589990dc5d8e51f0682be8b8df7d8536130d381517d6f43ea9fa6c663</citedby><cites>FETCH-LOGICAL-c316t-dcc71b3b589990dc5d8e51f0682be8b8df7d8536130d381517d6f43ea9fa6c663</cites><orcidid>0000-0001-9042-6942</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://link.springer.com/content/pdf/10.1007/s10676-018-9473-5$$EPDF$$P50$$Gspringer$$H</linktopdf><linktohtml>$$Uhttps://link.springer.com/10.1007/s10676-018-9473-5$$EHTML$$P50$$Gspringer$$H</linktohtml><link.rule.ids>314,776,780,27901,27902,41464,42533,51294</link.rule.ids></links><search><creatorcontrib>Ramirez, Erick Jose</creatorcontrib><creatorcontrib>LaBarge, Scott</creatorcontrib><title>Real moral problems in the use of virtual reality</title><title>Ethics and information technology</title><addtitle>Ethics Inf Technol</addtitle><description>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 argument 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 when VR experiences couple this perspectival fidelity with what we call “context realism,” VR experiences have the ability to produce “virtually real experiences.” We claim that virtually real experiences generate ethical issues for VR technologies that are unique to the medium. Because subjects of these experiences treat them as if they were real, a higher degree of ethical scrutiny should be applied to any VR scenario with the potential to generate virtually real experiences. To mitigate this unique moral hazard, we propose and defend what we call “The Equivalence Principle.” This principle states that “if it would be wrong to allow subjects to have a certain experience in reality, then it would be wrong to allow subjects to have that experience in a virtually real setting.” We argue that such a principle, although limited in scope, should be part of the risk analysis conducted by any Institutional Review Boards, psychologists, empirically oriented philosophers, or game designers who are using VR technology in their work.</description><subject>Computer &amp; video games</subject><subject>Computer Science</subject><subject>Computer simulation</subject><subject>Equivalence principle</subject><subject>Ethics</subject><subject>Innovation/Technology Management</subject><subject>Library Science</subject><subject>Management of Computing and Information Systems</subject><subject>Morality</subject><subject>Original Paper</subject><subject>Phenomenology</subject><subject>Psychological aspects</subject><subject>Review boards</subject><subject>Risk analysis</subject><subject>Simulation</subject><subject>User Interfaces and Human Computer Interaction</subject><subject>Virtual reality</subject><issn>1388-1957</issn><issn>1572-8439</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2018</creationdate><recordtype>article</recordtype><sourceid>8G5</sourceid><sourceid>AVQMV</sourceid><sourceid>BENPR</sourceid><sourceid>GUQSH</sourceid><sourceid>K50</sourceid><sourceid>M1D</sourceid><sourceid>M2O</sourceid><recordid>eNp1kE9LxDAQxYMouK5-AG8Bz9GZpvl3lEVdYUEQPYe2SbRLu12TVthvb5YKnrzMDMx7b4YfIdcItwig7hKCVJIBamZKxZk4IQsUqmC65OY0z1xrhkaoc3KR0hYAhEK1IPjqq472Q8x1H4e6832i7Y6On55OydMh0O82jlNex6xsx8MlOQtVl_zVb1-S98eHt9WabV6enlf3G9ZwlCNzTaOw5rXQxhhwjXDaCwwgdVF7XWsXlNOCS-TguEaByslQcl-ZUMlGSr4kN3Nufutr8mm022GKu3zSFqCk0EoUmFU4q5o4pBR9sPvY9lU8WAR7JGNnMjaTsUcyVmRPMXtS1u4-fPxL_t_0A0BoZMw</recordid><startdate>20181201</startdate><enddate>20181201</enddate><creator>Ramirez, Erick Jose</creator><creator>LaBarge, Scott</creator><general>Springer Netherlands</general><general>Springer Nature B.V</general><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7WY</scope><scope>7WZ</scope><scope>7XB</scope><scope>87Z</scope><scope>8FE</scope><scope>8FG</scope><scope>8FK</scope><scope>8FL</scope><scope>8G5</scope><scope>AABKS</scope><scope>ABSDQ</scope><scope>ABUWG</scope><scope>AEUYN</scope><scope>AFKRA</scope><scope>ALSLI</scope><scope>ARAPS</scope><scope>AVQMV</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BEZIV</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>CNYFK</scope><scope>DWQXO</scope><scope>FRNLG</scope><scope>F~G</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>HCIFZ</scope><scope>K50</scope><scope>K60</scope><scope>K6~</scope><scope>L.-</scope><scope>M0C</scope><scope>M1D</scope><scope>M1O</scope><scope>M2O</scope><scope>MBDVC</scope><scope>P5Z</scope><scope>P62</scope><scope>PQBIZ</scope><scope>PQBZA</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>Q9U</scope><orcidid>https://orcid.org/0000-0001-9042-6942</orcidid></search><sort><creationdate>20181201</creationdate><title>Real moral problems in the use of virtual reality</title><author>Ramirez, Erick Jose ; LaBarge, Scott</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c316t-dcc71b3b589990dc5d8e51f0682be8b8df7d8536130d381517d6f43ea9fa6c663</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2018</creationdate><topic>Computer &amp; video games</topic><topic>Computer Science</topic><topic>Computer simulation</topic><topic>Equivalence principle</topic><topic>Ethics</topic><topic>Innovation/Technology Management</topic><topic>Library Science</topic><topic>Management of Computing and Information Systems</topic><topic>Morality</topic><topic>Original Paper</topic><topic>Phenomenology</topic><topic>Psychological aspects</topic><topic>Review boards</topic><topic>Risk analysis</topic><topic>Simulation</topic><topic>User Interfaces and Human Computer Interaction</topic><topic>Virtual reality</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Ramirez, Erick Jose</creatorcontrib><creatorcontrib>LaBarge, Scott</creatorcontrib><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>ABI/INFORM Collection</collection><collection>ABI/INFORM Global (PDF only)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>ABI/INFORM Global (Alumni Edition)</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ABI/INFORM Collection (Alumni Edition)</collection><collection>Research Library (Alumni Edition)</collection><collection>Philosophy Collection</collection><collection>Philosophy Database</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest One Sustainability</collection><collection>ProQuest Central UK/Ireland</collection><collection>Social Science Premium Collection</collection><collection>Advanced Technologies &amp; Aerospace Collection</collection><collection>Arts Premium Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Business Premium Collection</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>Library &amp; Information Science Collection</collection><collection>ProQuest Central Korea</collection><collection>Business Premium Collection (Alumni)</collection><collection>ABI/INFORM Global (Corporate)</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>SciTech Premium Collection</collection><collection>Art, Design &amp; Architecture Collection</collection><collection>ProQuest Business Collection (Alumni Edition)</collection><collection>ProQuest Business Collection</collection><collection>ABI/INFORM Professional Advanced</collection><collection>ABI/INFORM Global</collection><collection>Arts &amp; Humanities Database</collection><collection>Library Science Database</collection><collection>Research Library</collection><collection>Research Library (Corporate)</collection><collection>Advanced Technologies &amp; Aerospace Database</collection><collection>ProQuest Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest One Business</collection><collection>ProQuest One Business (Alumni)</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central Basic</collection><jtitle>Ethics and information technology</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Ramirez, Erick Jose</au><au>LaBarge, Scott</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Real moral problems in the use of virtual reality</atitle><jtitle>Ethics and information technology</jtitle><stitle>Ethics Inf Technol</stitle><date>2018-12-01</date><risdate>2018</risdate><volume>20</volume><issue>4</issue><spage>249</spage><epage>263</epage><pages>249-263</pages><issn>1388-1957</issn><eissn>1572-8439</eissn><abstract>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 argument 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 when VR experiences couple this perspectival fidelity with what we call “context realism,” VR experiences have the ability to produce “virtually real experiences.” We claim that virtually real experiences generate ethical issues for VR technologies that are unique to the medium. Because subjects of these experiences treat them as if they were real, a higher degree of ethical scrutiny should be applied to any VR scenario with the potential to generate virtually real experiences. To mitigate this unique moral hazard, we propose and defend what we call “The Equivalence Principle.” This principle states that “if it would be wrong to allow subjects to have a certain experience in reality, then it would be wrong to allow subjects to have that experience in a virtually real setting.” We argue that such a principle, although limited in scope, should be part of the risk analysis conducted by any Institutional Review Boards, psychologists, empirically oriented philosophers, or game designers who are using VR technology in their work.</abstract><cop>Dordrecht</cop><pub>Springer Netherlands</pub><doi>10.1007/s10676-018-9473-5</doi><tpages>15</tpages><orcidid>https://orcid.org/0000-0001-9042-6942</orcidid></addata></record>
fulltext fulltext
identifier ISSN: 1388-1957
ispartof Ethics and information technology, 2018-12, Vol.20 (4), p.249-263
issn 1388-1957
1572-8439
language eng
recordid cdi_proquest_journals_2076587521
source Springer Nature - Complete Springer Journals
subjects Computer & video games
Computer Science
Computer simulation
Equivalence principle
Ethics
Innovation/Technology Management
Library Science
Management of Computing and Information Systems
Morality
Original Paper
Phenomenology
Psychological aspects
Review boards
Risk analysis
Simulation
User Interfaces and Human Computer Interaction
Virtual reality
title Real moral problems in the use of virtual reality
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-02-15T17%3A10%3A06IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Real%20moral%20problems%20in%20the%20use%20of%20virtual%20reality&rft.jtitle=Ethics%20and%20information%20technology&rft.au=Ramirez,%20Erick%20Jose&rft.date=2018-12-01&rft.volume=20&rft.issue=4&rft.spage=249&rft.epage=263&rft.pages=249-263&rft.issn=1388-1957&rft.eissn=1572-8439&rft_id=info:doi/10.1007/s10676-018-9473-5&rft_dat=%3Cproquest_cross%3E2076587521%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2076587521&rft_id=info:pmid/&rfr_iscdi=true