Ethics of Virtual and Augmented Reality

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A01=Erick Jose Ramirez
ACM Code
affectivity
applied ethics
AR Application
AR Simulation
AR Technology
Augmented Reality
Augmented Reality Simulations
Author_Erick Jose Ramirez
Bridge Problem
Cambridge Depersonalization Scale
Category=JBCT
Category=QDTJ
Category=QDTM
Category=QDTN
Category=QDTQ
Category=UYW
Commercial VR
context-realism
digital simulation ethics
Dissociative Experiences Scale
ecological validity
empathy
engagement
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
equivalence principle
Erick Jose Ramirez
ethical frameworks for immersive technology
ethics of VR
experience machines
experimental philosophy
flourishing
game design
gamer's dilemma
gamer’s dilemma
Grand Theft Auto
HTC Vive
IAT Score
imagination
Institutional Review Boards
Milgram's Study
Milgram's Subjects
Milgram’s Study
Milgram’s Subjects
mind-reading
mirroring
moral psychology
MTS
Nozick
Perspectival Fidelity
phenomenology
philosophy of technology
presence
retention
simulation
simulation design
Structural Intersectionality
Subject's Conscious Experience
Subject’s Conscious Experience
trauma
Trolley Problem
video games
virtual experience
Virtual Experiences
virtual harms
virtual reality
Virtual Reality Exposure Therapies
virtual trauma research
VR Experience
VR Simulation

Product details

  • ISBN 9781032181479
  • Weight: 460g
  • Dimensions: 152 x 229mm
  • Publication Date: 29 Jan 2024
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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This book offers new ways of thinking about and assessing the impact of virtual reality on its users. It argues that we must go beyond traditional psychological concepts of VR "presence" to better understand the many varieties of virtual experiences.

The author provides compelling evidence that VR simulations are capable of producing "virtually real" experiences in people. He also provides a framework for understanding when and how simulations induce virtually real experiences. From these insights, the book shows that virtually real experiences are responsible for several unaddressed ethical issues in VR research and design. Experimental philosophers, moral psychologists, and institutional review boards must become sensitive to the ethical issues involved between designing "realistic" virtual dilemmas, for good data collection, and avoiding virtually real trauma. Ethicists and game designers must do more to ensure that their simulations don’t inculcate harmful character traits. Virtually real experiences, the author claims, can make virtual relationships meaningful, productive, and conducive to welfare but they can also be used to systematically mislead and manipulate users about the nature of their experiences.

The Ethics of Virtual and Augmented Reality will appeal to philosophers working in applied ethics, philosophy of technology, and aesthetics, as well as researchers and students interested in game studies and game design.

Erick Jose Ramirez is Associate Professor of Philosophy at Santa Clara University, USA.

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