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This article considers two related and fundamental issues about morality in a virtual world. The first is whether the anonymity that is a feature of virtual worlds can shed light upon whether people are moral when they can act with impunity. The second issue is whether there are any moral obligations in a virtual world and if so what they might be. Our reasons for being good are fundamental to understanding what it is that makes us moral or indeed whether any of us truly are moral. Plato grapples with this problem in book two of The Republic where Socrates is challenged by his brothers Adeimantus and Glaucon. They argue that people are moral only because of the costs to them of being immoral; the external constraints of morality. Glaucon asks us to imagine a magical ring that enables its wearers to become invisible and capable of acting anonymously. The ring is in some respects analogous to the possibilities created by online virtual worlds such as Second Life, so the dialogue is our entry point into considering morality within these worlds. These worlds are three dimensional user created environments where people control avatars and live virtual lives. As well as being an important social phenomenon, virtual worlds and what people chose to do in them can shed light on what people will do when they can act without fear of normal sanction. This paper begins by explaining the traditional challenge to morality posed by Plato, relating this to conduct in virtual worlds. Then the paper will consider the following skeptical objection. A precondition of all moral requirements is the ability to act. There are no moral requirements in virtual worlds because they are virtual and it is impossible to act in a virtual world. Because avatars do not have real bodies and the persons controlling avatars are not truly embodied, it is impossible for people to truly act in a virtual world. We will show that it is possible to perform some actions and suggest a number of moral requirements that might plausibly be thought to result. Because avatars cannot feel physical pain or pleasure these moral requirements are interestingly different from those of real life. Hume’s arguments for why we should be moral apply to virtual worlds and we conclude by considering how this explains why morality exists in these environments.
2008
This paper investigates the ethics of the appearance and behavior of avatars in massively multi-user online communities, in particular, avatars created for virtual business interactions in Second Life. The ethics of research conducted with avatars in 3D online environments is also discussed.
MELINTAS, 2016
Ethics, and its articulation in moral conducts, is not existed in a vacuum, sterile or fixed human world, but a subject of 'reformulation' or even 'redefinition', as the result of a certain socio-cultural transformation. The development of a global information-digital culture has in a certain intensity affected the perception, understanding and practice of ethics itself as a moral standard. One of the main character of this culture is its 'artificiality', through which human communication and interaction is no longer performed on a 'face-to-face basis, but on a technological mediated one. The consequence is a 'cultural distanciation', in which perception is separated from experience, body is separated from message. Another consequence is the 'transparency' at an ethical level, in which several ethical boundaries are deconstructed: good/bad, proper/ improper. A community ethics is one of today's ethical problem, in which a 'commonality' is no longer constructed based on conventional social bonds, but on more artificial bonds: solitude, rejection, helplessness. Friendship in the digital world is another 'strange' development of moral conduct, in which a great numbers of friends is just an affirmation of one's solitude. As the result, connection-as main pilar in the architecture of our contemporary life-has taken us along a cultural contradiction: it mediates, but at the same time dissociates our cultural experience.
As a response to Gooskens' article, this paper offers some further comments on the ethics of violent or immoral video games. After arguing that the appeal of such games actually presupposes an awareness of moral transgression, it considers the desensitization thesis, the argument from catharsis, and the relevance of human flourishing. Although this brief analysis does not provide any clear-cut answer to the question of whether or not such games ought to be frowned upon, it does reveal some possible sources of discomfort.
Convergence: The International Journal of Research Into New Media Technologies, 2012
This article analyzes under which conditions ethical relevant avatar harm occurs in virtual worlds. The authors argue that this is most likely to occur when there are some norms of acceptable behavior in a virtual world and when players see avatars as constitutive to their identity. Other than online environments characterized by a 'caveat emptor' approach, Second Life is governed by certain norms of acceptable behavior. While Second Life inhabitants do not see a need for an additional code of ethics for their community, they do have notions of wrong and right behavior. However what exactly constitutes norm violating behavior and ethically relevant avatar harm is often times contested, as the example of online reactions to an avatar upskirt gallery in Second Life illustrate. Players who see their avatars as extensions of themselves are more at risk of ethical harm when a norm violation occurs than players for whom their avatar constitutes an entity distinct from the self.
MG 2009 Proceedings, 2009
In synthetic worlds, such as Second Life, World of Warcraft, or SIMS, the dichotomy between reality and virtuality still remains one of the unsolved philosophical inquiries of our time. There remains skepticism regarding the value of virtual experiences versus those of real life. This research presents a starting point for an ethical discourse on the technology of virtual worlds and addresses two questions: What are unique affordances of virtual worlds? And, what are the ethical implications that emerge due to these unique affordances? Four ...
2000
After a brief introduction that sets out the overall argument of the paper in summary, the second part of the paper will offer a meta-ethical framework based on the moral theory of Alan Gewirth, necessary for determining what, if any, ought to be the ethics that guide the conduct of people participating in virtual worlds in their roles as designers,
This paper focuses on the role of punishment as a critical social mechanism for cheating prevention in MMORPGs. The role of punishment is empirically investigated in a case study of the MMORPG Tibia (http://www.tibia.com) and by focusing on the use of bots to cheat. We describe the failure of punishment in Tibia, which is perceived by players as one of the elements facilitating the proliferation of bots. In this process some players act as a moral enterprising group contributing to the reform of the game rules and in particular to the reform of the Tibia punishment system by the game company. In the conclusion we consider the ethical issues raised by our findings and we propose some general reflections on the role of punishment and social mechanisms for the governance of online worlds more generally
European Journal of Crime, Criminal Law and Criminal Justice, 2008
Social informatics journal
This paper will address basic ethical issues in virtual space determined by global multidirectional networking through different space and time. Numerous ethical issues will be stressed which, as a result of the complex reflections of ubiquitous media convergence, determine each individual topic, from issues of personal data protection and information security, to strengthening credibility and building trust in the virtual community. In relation to the objectives and established development guidelines, different ethical dimensions, in their complexity and multi-layeredness in a digitally empowered future, should not be viewed in isolation but exclusively through their complementarity and a quality foundation for further in-depth research.
This Exegesis and accompanying artworks are the culmination of research conducted into the existence of surveillance in virtual worlds. A panoptical model has been used, and its premise tested through the extension into these communal spaces. Issues such as data security, personal and corporate privacy have been investigated, as has the use of art as a propositional mode. This Exegesis contains existing and new theoretical arguments and observations that have aided the development of research outcomes; a discussion of action research as a methodology; and questionnaire outcomes assisting in understanding player perceptions and concerns. A series of artworks were completed during the research to aid in understanding the nature of virtual surveillance; as a method to examine outcomes; and as an experiential interface for viewers of the research. The artworks investigate a series of surveillance perspectives including parental gaze, machine surveillance and self-surveillance. The outcomes include considerations into the influence surveillance has on player behaviour, security issues pertaining to the extension of corporations into virtual worlds, the acceptance of surveillance by virtual communities, and the merits of applying artworks as proposition.
Virtual Worlds and Criminality, 2011
The present chapter pursues the question if virtual violence is morally problematic behavior. Virtual violence is defined as any user behavior intended to do harm to perceived social agents who apparently try to avoid the harm-doing. The chapter reviews existing literature that suggests that users hurt themselves if they get engaged in virtual violence and that users may also do harm other users if they direct their violent acts against their avatars. Recent research is reviewed that further suggests that users may intuitively perceive virtual agents as social beings. They may thus intend to do harm to other social beings (instead of objects) when conducting virtual violence. The chapter also tackles (and denies) the idea that autonomous virtual agents are living entities that may suffer from virtual violence. In light of the reviewed evidence, virtual violence is considered morally problematic behavior.
2012
The world we live in is expanding its borders by letting the "virtual" become part of our lives. As new technologies emerge, virtual communication is taking over step by step and more and more virtual features become an important part of our life.
Philosophy in the Contemporary World, 2001
This paper critically describes the mediation of social relations by information technology, drawing on the work of Emmanuel Levinas. In the first of three movements, I discuss ethical relations as primordial sociality based in proximity. In the second movement I discuss the how the self encounters the Other, the ethical contact. How can the self make contact with the Other without turning the Other into a theme, a concept or a category? In the third movement, I discuss the electronic mediation of the social as simulation. I argue that simulation shatters proximity since it transforms expression, the trace, into presentation, an image. I argue that the distance produced by the mediation increases the potential for the Other to become appropriated by the self-certain ego as a theme, according to its categories. In simulation, proximity is shattered and the ego can no longer be disturbed-no longer become a hostage. In a final section, I explore alternative arguments for the possibility of electronic mediation that preserves the trace, that possibility of being disturbed.
Through an analysis of the theme of virtuality in media mythology, philosophy, and science, a process is illustrated—echoing themes in the esoteric tradition— whereby we are being faced with the opportunity for a deeper understanding of the world and ourselves, if only we can cross the existential void and take responsibility for creating our world.
2009
Thomas and Brown / Why virtual Worlds Can Matter 37 Virtual worlds are persistent, avatar-based social spaces that provide players or participants with the ability to engage in long-term, coordinated conjoined action. In these spaces, cultures and meanings emerge from a complex set of interactions among the participants, rather than as part of a predefined story or narrative arc. At least in part, it is the players themselves who shape and to a large extent create the world they inhabit. While many virtual worlds provide the opportunity for that kind of world to emerge, game-based environments such as World of Warcraft or Eve Online illustrate it best because of the intense degree of coordinated action and co-presence among players. This sense of “being with others” and being able to share space, see physical representations of each other, and communicat e and act in that shared space provides a very specific set of affordances for players. This article is an effort to trace out and...
Science and Engineering Ethics, 2014
This paper attempts to give an insight into emerging ethical issues due to the increased usage of the Internet in our lives. We discuss three main theoretical approaches relating to the ethics involved in the information technology (IT) era: first, the use of IT as a tool; second, the use of social constructivist methods; and third, the approach of phenomenologists. Certain aspects of ethics and IT have been discussed based on a phenomenological approach and moral development. Further, ethical issues related to social networking sites are discussed. A plausible way to make the virtual world ethically responsive is collective responsibility which proposes that society has the power to influence but not control behavior in the virtual world.
2016
How is that we come to know another person within the confines of a gamic interaction – to acknowledge a responsibility towards them as just that: another person? In having become accustomed to forming and carrying out relationships by means of verbal computer-mediated communication (Walther 1992: 72), a certain measured form of intimacy has arguably come to inform many of our day-to-day interactions, as we purposefully and selectively reduce our communicative faculties for the reach, speed and convenience of new media. But even as we continue to ponder how the paradigmatic efficiency of the media we use to interact shapes the ways in which we relate to one another, little has been made about the philosophical perspectives of online multiplayer games’ oftentimes entirely unique remediations of human communication: How games, as a medium for accommodating that first desire to, in existential phenomenologist Emmanuel Levinas’ words, give and receive “beyond the capacity of the I” (Lev...
2011
The present paper describes an exploration of teaching of moral psychology within Second Life, a web-based virtual world. Using student written comments and observations collected weekly across the semester-long course, we conclude that virtual worlds support instruction by allowing students to experience situations that cannot be easily replicated in the real world. Particularly salient was the observation that Second Life—coupled with course content- provides students with examples of how various social processes influence moral understanding, judgments and actions. Further, Second Life provided a range of environments in which students can assess the influence of context on moral actions. The utility of virtual worlds as a teaching and research environment are discussed.
Whether my life fares well or not seems inextricably related to whether the states of aff airs that contribute to my well-being are real or not. Thus, we are constantly exposed to and troubled by claims of unreality: Is this real love? Get a real life! What is my real identity? Is she a real friend? Am I escaping my real obligations? Is there really a God? We are either relieved or disappointed when a particularly lifelike dream turned out not to be real, or by realizing that a particular state of aff airs turned out not to be true after all. When so much of our lives and well-being is tied up with concerns and claims about reality, it should come as no surprise that the impact of virtual events and experiences on our lives is a controversial topic. Indeed, philosophers, policymakers, researchers, and journalists often make claims to the eff ect that wasting one's life on virtual surrogates for the real thing amounts to being bereaved of what real life has to off er; that virtual worlds, entities, and experiences might give immediate gratifi cation, but not deliver the kind of authentic happiness that a life engaged with reality can off er.
2009
Humans are spending an increasing amount of time in teleimmersive environments interacting with avatars or virtual human bodies. Additionally, human behavior and cognition are affected by experiences in tele-immersive environments. Although there is substantial psychological work surrounding the notion of morality, there is little work that examines the interplay of immersive digital environments and the moral identity of the digital medium user. We conducted a study to explore how participants' moral behaviors and self-ratings of morality changed after immersion in either a moral or immoral tele-immersive environment. Results revealed that participants who witnessed the immoral scenarios felt and acted more immoral than participants in the moral scenario condition. These findings have important implications for understanding the effects of digital media as well as for the study of the psychological construct of moral identity.
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