Literature DB >> 28942536

The Ethics of Virtual Reality Technology: Social Hazards and Public Policy Recommendations.

James S Spiegel1.   

Abstract

This article explores four major areas of moral concern regarding virtual reality (VR) technologies. First, VR poses potential mental health risks, including Depersonalization/Derealization Disorder. Second, VR technology raises serious concerns related to personal neglect of users' own actual bodies and real physical environments. Third, VR technologies may be used to record personal data which could be deployed in ways that threaten personal privacy and present a danger related to manipulation of users' beliefs, emotions, and behaviors. Finally, there are other moral and social risks associated with the way VR blurs the distinction between the real and illusory. These concerns regarding VR naturally raise questions about public policy. The article makes several recommendations for legal regulations of VR that together address each of the above concerns. It is argued that these regulations would not seriously threaten personal liberty but rather would protect and enhance the autonomy of VR consumers.

Keywords:  Autonomy; Ethics; Mental health; Privacy; Technology; Virtual reality

Mesh:

Year:  2017        PMID: 28942536     DOI: 10.1007/s11948-017-9979-y

Source DB:  PubMed          Journal:  Sci Eng Ethics        ISSN: 1353-3452            Impact factor:   3.525


  17 in total

1.  Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature.

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2.  Virtual reality induces dissociation and lowers sense of presence in objective reality.

Authors:  Frederick Aardema; Kieron O'Connor; Sophie Côté; Annie Taillon
Journal:  Cyberpsychol Behav Soc Netw       Date:  2010-08

3.  Virtual reality simulation for the operating room: proficiency-based training as a paradigm shift in surgical skills training.

Authors:  Anthony G Gallagher; E Matt Ritter; Howard Champion; Gerald Higgins; Marvin P Fried; Gerald Moses; C Daniel Smith; Richard M Satava
Journal:  Ann Surg       Date:  2005-02       Impact factor: 12.969

4.  Rubber hands 'feel' touch that eyes see.

Authors:  M Botvinick; J Cohen
Journal:  Nature       Date:  1998-02-19       Impact factor: 49.962

5.  Habitual action video game playing is associated with caudate nucleus-dependent navigational strategies.

Authors:  Greg L West; Brandi Lee Drisdelle; Kyoko Konishi; Jonathan Jackson; Pierre Jolicoeur; Veronique D Bohbot
Journal:  Proc Biol Sci       Date:  2015-06-07       Impact factor: 5.349

6.  Pathological video game use among youths: a two-year longitudinal study.

Authors:  Douglas A Gentile; Hyekyung Choo; Albert Liau; Timothy Sim; Dongdong Li; Daniel Fung; Angeline Khoo
Journal:  Pediatrics       Date:  2011-01-17       Impact factor: 7.124

Review 7.  Applications of virtual environments in medicine.

Authors:  G Riva
Journal:  Methods Inf Med       Date:  2003       Impact factor: 2.176

8.  Affective outcomes of virtual reality exposure therapy for anxiety and specific phobias: a meta-analysis.

Authors:  Thomas D Parsons; Albert A Rizzo
Journal:  J Behav Ther Exp Psychiatry       Date:  2007-07-25

9.  State of virtual reality based disaster preparedness and response training.

Authors:  Edbert B Hsu; Yang Li; Jamil D Bayram; David Levinson; Samuel Yang; Colleen Monahan
Journal:  PLoS Curr       Date:  2013-04-24

Review 10.  Virtual reality in mental health : a review of the literature.

Authors:  Lynsey Gregg; Nicholas Tarrier
Journal:  Soc Psychiatry Psychiatr Epidemiol       Date:  2007-03-12       Impact factor: 4.519

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  9 in total

Review 1.  Virtual Reality Technology as an Educational and Intervention Tool for Children with Autism Spectrum Disorder: Current Perspectives and Future Directions.

Authors:  Minyue Zhang; Hongwei Ding; Meri Naumceska; Yang Zhang
Journal:  Behav Sci (Basel)       Date:  2022-05-10

Review 2.  Exergaming for Children and Adolescents: Strengths, Weaknesses, Opportunities and Threats.

Authors:  Valentin Benzing; Mirko Schmidt
Journal:  J Clin Med       Date:  2018-11-08       Impact factor: 4.241

Review 3.  Comprehensive review on virtual reality for the treatment of violence: implications for youth with schizophrenia.

Authors:  Laura Dellazizzo; Stéphane Potvin; Sami Bahig; Alexandre Dumais
Journal:  NPJ Schizophr       Date:  2019-07-23

Review 4.  Ethical Challenges of Using Virtual Environments in the Assessment and Treatment of Psychopathological Disorders.

Authors:  Thomas D Parsons
Journal:  J Clin Med       Date:  2021-01-20       Impact factor: 4.241

5.  Go Virtual to Get Real: Virtual Reality as a Resource for Spinal Cord Treatment.

Authors:  Erik Leemhuis; Rita Maria Esposito; Luigi De Gennaro; Mariella Pazzaglia
Journal:  Int J Environ Res Public Health       Date:  2021-02-13       Impact factor: 3.390

6.  Evaluating value mediation in patients with chronic low-back pain using virtual reality: contributions for empirical research in Value Sensitive Design.

Authors:  Merlijn Smits; Harry van Goor; Jan-Willem Kallewaard; Peter-Paul Verbeek; Geke D S Ludden
Journal:  Health Technol (Berl)       Date:  2022-04-29

7.  Materials and devices for immersive virtual reality.

Authors:  Kyung Rok Pyun; John A Rogers; Seung Hwan Ko
Journal:  Nat Rev Mater       Date:  2022-10-03       Impact factor: 76.679

8.  The Potential Usefulness of Virtual Reality Systems for Athletes: A Short SWOT Analysis.

Authors:  Peter Düking; Hans-Christer Holmberg; Billy Sperlich
Journal:  Front Physiol       Date:  2018-03-05       Impact factor: 4.566

Review 9.  State-of-the-Art Review on Immersive Virtual Reality Interventions for Colonoscopy-Induced Anxiety and Pain.

Authors:  Marcel-Alexandru Găină; Andreea Silvana Szalontay; Gabriela Ștefănescu; Gheorghe Gh Bălan; Cristina Mihaela Ghiciuc; Alexandra Boloș; Alexandra-Maria Găină; Cristinel Ștefănescu
Journal:  J Clin Med       Date:  2022-03-17       Impact factor: 4.241

  9 in total

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