Is there a line between reality and virtuality? Do they merge? What does this mean for ethical responsibility and behavior. What does it mean for research, design, and implementation of virtual worlds?
First: How is that imaginary aspect different than false advertising and playing up people's dreams when they buy "real" objects? Second: The intangibility of virtual goods and their dependency on the functioning of a proprietary virtual world company's functioning make it so that those objects are never really "ours"? How do we grapple with this? Is it a liscence to own these for a while? Perhaps we need to refine our language...
Macquarie University has introduced an online virtual world to engage remote students in live lectures on campus.
Amber Judge's insight:
The reason I'm putting this here is it talks about how the virtual world avatar levels the playing field because you can represent yourself however you want. My question is let's reverse this and look at ethics in the real world: Why is it that we need avatars to level the playing field in the first place?
Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of...
In a time of rapid technological change, educators face increasingly complex challenges in attempting to use digital devices to enhance learning. People of all ages engage with personal technologies to learn in new ways in the home, at work and while on the move.
(...) Tom Boellstorff has other concerns. His book is about how these virtual worlds change our perception of the self and how we interact with others in different, yet eerily similar social platforms.
Amber Judge's insight:
A big question I also get from people is: If our changed perceptions of self in the virtual do not correspond in the real world, are we eventually making more harm than good?
Another ethical issue here: If you provide an alternate world in which someone can build their identity, make friends they otherwise wouldn't in the real world and they've spent money on virtual items and then take it all away because the world collapses... What's the ethical actions a company should take to ensure the health and well-being of those people? I mean surely there must be some liability?
What is your social strategy? Are you trying to increase the amount of positive consumer generated media (CGM) for your brand or are you trying to inspire and manage brand advocacy? The media mindset thinks in terms of CGM.
Amazon.com: Virtual Justice: The New Laws of Online Worlds (9780300177749): Greg Lastowka: Books (Virtual Justice: The New Laws of Online Worlds: Tens of millions of people today are living part of their life i...)...
Virtual reality (VR) is the name applied to one of the latest trends in high technology research. In essence it is the delivery to a human or several humans of the most convincing illusion possible that they are in another reality. This reality exists only in digital electronic form in the memory of a computer or several computers. Hence it is accurately described as 'virtual'. Its reality stems from the convincing nature of the illusion, and most importantly for moral considerations, the way in which human participants can interact with it.