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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.
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