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Ethics of Virtual Reality

Technology and Experience

Michael J. Grabowski

In this book, Michael Grabowski draws on established theories of ethics to consider critical questions surrounding the growing adoption of virtual reality (VR) technologies. These questions include who should control and have access to VR, its impact on privacy, its potential for misrepresentation and bias, and how to provide a platform for free expression while mitigating harassment and abuse. Grabowski examines use cases of other digital technologies, including social media and artificial intelligence, to examine who is helped and harmed by the widespread implementation of VR and how it might transform existing institutions, social relationships, and communication. Finally, Grabowski forecasts the possible futures of VR and what limits, if any, should be placed on representing the real world or imagining new ones. Scholars of media studies, technology studies, communication, and ethics will find this book of particular interest.

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Lexington Books
Pages: 208 • Trim: 6¼ x 9⅜
978-1-7936-5197-6 • Hardback • December 2024 • $105.00 • (£81.00)
978-1-7936-5198-3 • eBook • December 2024 • $45.00 • (£35.00)
Subjects: Social Science / Media Studies, Performing Arts / Film / General, Performing Arts / Film / Genres / Science Fiction & Fantasy

Michael Grabowski is professor of communication, sound, and media arts and director of the Game Design and Production program at Manhattan University.

Chapter 1: What is VR?

Chapter 2: Applying Ethics to VR

Chapter 3: Control of VR

Chapter 4: Access to VR

Chapter 5: Privacy in VR

Chapter 6: Misrepresentation and Bias in VR

Chapter 7: Harassment and Abuse in VR

Chapter 8: What Should VR Be?

Ethics of Virtual Reality

Technology and Experience

Cover Image
Hardback
eBook
Summary
Summary
  • In this book, Michael Grabowski draws on established theories of ethics to consider critical questions surrounding the growing adoption of virtual reality (VR) technologies. These questions include who should control and have access to VR, its impact on privacy, its potential for misrepresentation and bias, and how to provide a platform for free expression while mitigating harassment and abuse. Grabowski examines use cases of other digital technologies, including social media and artificial intelligence, to examine who is helped and harmed by the widespread implementation of VR and how it might transform existing institutions, social relationships, and communication. Finally, Grabowski forecasts the possible futures of VR and what limits, if any, should be placed on representing the real world or imagining new ones. Scholars of media studies, technology studies, communication, and ethics will find this book of particular interest.

Details
Details
  • Lexington Books
    Pages: 208 • Trim: 6¼ x 9⅜
    978-1-7936-5197-6 • Hardback • December 2024 • $105.00 • (£81.00)
    978-1-7936-5198-3 • eBook • December 2024 • $45.00 • (£35.00)
    Subjects: Social Science / Media Studies, Performing Arts / Film / General, Performing Arts / Film / Genres / Science Fiction & Fantasy
Author
Author
  • Michael Grabowski is professor of communication, sound, and media arts and director of the Game Design and Production program at Manhattan University.

Table of Contents
Table of Contents
  • Chapter 1: What is VR?

    Chapter 2: Applying Ethics to VR

    Chapter 3: Control of VR

    Chapter 4: Access to VR

    Chapter 5: Privacy in VR

    Chapter 6: Misrepresentation and Bias in VR

    Chapter 7: Harassment and Abuse in VR

    Chapter 8: What Should VR Be?

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