Communication in the age of virtual reality
Human values and the design of computer technology
A further analysis of the ethics ofrepresentation in virtual reality: Multi-userenvironments
Ethics and Information Technology
Journal of the American Society for Information Science and Technology
Information Systems Frontiers
Global Freedom of Expression Within Nontextual Frameworks
The Information Society
Why unreal punishments in response to unreal crimes might actually be a really good thing
Ethics and Information Technology
Ethics and Information Technology
The banality of simulated evil: designing ethical gameplay
Ethics and Information Technology
Virtual decisions: video game ethics, Just Consequentialism, and ethics on the fly
ACM SIGCAS Computers and Society
The ethics of video games: Mayhem, death, and the training of the next generation
Information Systems Frontiers
Wicked games: on the design of ethical gameplay
DESIRE '10 Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design
On sociomaterial imbrications: What plagiarism detection systems reveal and why it matters
Information and Organization
The incorrigible social meaning of video game imagery
Ethics and Information Technology
Virtual worlds and moral evaluation
Ethics and Information Technology
Chicken Killers or Bandwidth Patriots?: A Case Study of Ethics in Virtual Reality
International Journal of Technoethics
Getting `virtual' wrongs right
Ethics and Information Technology
Hi-index | 0.00 |
This essay addresses ethical aspects of the design and use of virtualreality (VR) systems, focusing on the behavioral options made availablein such systems and the manner in which reality is represented orsimulated in them. An assessment is made of the morality of ’immoral‘behavior in virtual reality, and of the virtual modeling of suchbehavior. Thereafter, the ethical aspects of misrepresentation and biasedrepresentation in VR applications are discussed.