000 04218nam a2200613 i 4500
001 on1266205802
003 EBZ
005 20251029164058.0
006 m d
007 cr |||||||||||
008 210812s2022 nyu ob 001 0 eng
010 _a 2021038404
040 _aEBZ
_beng
_cEBZ
020 _a9781000517354
_q(epub)
020 _a1000517357
020 _a9781003042228
_q(ebook)
020 _a1003042228
020 _a1000517349
_q(electronic bk. : PDF)
020 _a9781000517347
_q(electronic bk.)
020 _z9780367486266
_q(hardback)
037 _a9781003042228
_bTaylor & Francis
042 _apcc
050 0 0 _aQA76.9.V5
072 7 _aPHI
_x005000
_2bisacsh
072 7 _aGAM
_x013000
_2bisacsh
072 7 _aHPQ
_2bicssc
049 _aMAIN
100 1 _aRamirez, Erick Jose,
_eauthor.
_963986
245 1 4 _aThe ethics of virtual and augmented reality :
_bbuilding worlds /
_cErick Jose Ramirez.
264 1 _aNew York, NY :
_bRoutledge,
_c2022.
300 _a1 online resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
341 0 _atextual
_2sapdv
_3EBSCOhost
490 0 _aRoutledge research in applied ethics
504 _aIncludes bibliographical references and index.
520 _a"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"--
_cProvided by publisher.
532 0 _3EBSCOhost
_a"EBSCO evaluates our products based on the Web Content Accessibility Guidelines (WCAG) and the related Section 508 and EN 301 549 regulations in the US and EU. Most EBSCO products are substantially conformant with WCAG 2.2 level AA." Source: https://connect.ebsco.com/s/article/EBSCO-VPATs?language=en_US. Last accessed April 22, 2025.
588 _aDescription based on print version record and CIP data provided by publisher.
650 0 _aVirtual reality
_xMoral and ethical aspects.
_963987
650 0 _aAugmented reality
_xMoral and ethical aspects.
_963988
650 0 _aVirtual reality
_xPhilosophy.
_963989
650 0 _aReality
_xPhilosophy.
_963990
650 7 _aPHILOSOPHY / Ethics & Moral Philosophy
_2bisacsh
_963991
650 7 _aGAMES / Video & Electronic
_2bisacsh
_963992
758 _ihas work:
_aEthics of Virtual and Augmented Reality (Text)
_1https://id.oclc.org/worldcat/entity/E39PCXVYtJqWwWjTrBJd6pJFcd
_4https://id.oclc.org/worldcat/ontology/hasWork
776 0 8 _iPrint version:
_aRamirez, Erick Jose.
_tEthics of virtual and augmented reality
_dNew York, NY : Routledge, 2022
_z9780367486266
_w(DLC) 2021038403
856 4 0 _3EBSCOhost
_uhttps://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2969254
938 _aEBSCOhost
_bEBSC
_n2969254
994 _a92
_bN$T
999 _c55896
_d55896