Virtual Harms and Real Responsibility

Author(s):  
Chuck Huff ◽  
Deborah G. Johnson ◽  
Keith W. Miller

In traditional communities, some actions are widely regarded as bad and unethical. But in online “communities,” the virtual analog of those actions may not be regarded with the same clarity. Since “virtual” behaviors are distinct from ordinary acts, they require further analysis to determine whether they are right or wrong. In this chapter we consider an incident on the Internet that illustrates this confusion. The incident centered on a virtual act of sexual violence. This “rape in cyberspace,” reported by Julian Dibbell in 1993, has generated questions about the significance of behaviors in virtual reality environments. We use the case to explore the moral nature of actions in virtual environments, emphasizing the themes of harm and responsibility. We then offer some tentative lessons to be learned and, finally, apply the lessons to virtual sex and to first-person shooter computer games.

2017 ◽  
Vol 10 (2) ◽  
Author(s):  
Adrienne Holz Ivory ◽  
James D. Ivory ◽  
Winston Wu ◽  
Anthony M. Limperos ◽  
Nathaniel Andrew ◽  
...  

While the virtual environments of online games can foster healthy relationships and strong communities, some online games are also marred by antisocial and offensive behavior. Such behavior, even when relatively rare, influences the interactions and relationships of users in online communities. Thus, understanding the prevalence and nature of antisocial and offensive behaviors in online games is an important step toward understanding the full spectrum of healthy and unhealthy interactions and relationships in virtual environments. Extensive research has explored video game content produced by game developers, such as violence, profanity, and sexualized portrayals, but much less research has systematically examined potentially problematic content produced by players in online games. While potential effects of antisocial and offensive online game content are not well understood, a first step toward exploring this concern is systematic documentation of offensive user-generated content in online games. To that end, two large-scale content analyses measured a range of offensive user-generated content, including utterances, text, and images, from a total of more than 2,500 users in popular first-person shooter video games. Findings indicated that some content, such as profanity, was frequent among users who spoke during games. More offensive and potentially harmful content, such as racial slurs, was proportionally very rare, but frequent enough to be encountered often by regular players. Results of this initial investigation should be interpreted tentatively, do not suggest that relationships in online shooter games lack healthy elements, and should not be generalized to other online game communities until further research is conducted.* Note: This paper contains strong language which may be offensive to some readers.


2010 ◽  
Vol 14 (5) ◽  
pp. 60-69 ◽  
Author(s):  
S Ratti ◽  
B Hariri ◽  
S Shirmohammadi

Leonardo ◽  
2001 ◽  
Vol 34 (3) ◽  
pp. 221-226 ◽  
Author(s):  
Anne-Marie Schleiner

The subject matter of this article emerged in part out of research for the author's thesis project and first game patch, Madame Polly, a “first-person shooter gender hack.” Since the time it was written, there has been an upsurge of interest and research in computer games among artists and media theoreticians. Considerable shifts in gaming culture at large have taken place, most notably a shift toward on-line games, as well as an increase in the number of female players. The multidirectional information space of the network offers increasing possibilities for interventions and gender reconfigurations such as those discussed at the end of the article.


2021 ◽  
Author(s):  
Jeroen S. Lemmens ◽  
Monika Simon ◽  
Sindy R. Sumter

AbstractCompared to traditional screen-based media, virtual reality (VR) generally leads to stronger feelings of presence. The current study aimed to investigate whether playing games in VR resulted in a stronger sense of presence than playing on a TV, and whether these feelings of presence affected players’ emotional and physiological responses to the games. Two experiments were conducted among 128 students, comparing the effects of playing either a survival horror game (N = 59) or a first-person shooter (N = 69) on a TV or in VR on physiological and subjective fear, hostility and enjoyment. Results showed that playing games in VR resulted in a stronger sense of presence, lower heart rate variability and a stronger subjective sense of fear. The feeling of presence thereby mediated the effects of VR on fear. The effects of playing a first-person shooter in VR on hostility were mixed, and gaming in VR was not more enjoyable than on TV. Regardless of the type of game or display medium, hostility increased significantly post-play. This study provides evidence that commercial VR games can affect feelings of presence and the physiological and emotional state of players.


2016 ◽  
Vol 5 (2) ◽  
pp. 96
Author(s):  
Paulina K. Ariningsih ◽  
Yun P. Mulyani ◽  
Kristianto A. Nugroho ◽  
Chandra S. Rahardjo

<p>Computer games, especially First Person Shooter (FPS) have become one of the fastest growing and most economically sucessful software in Indonesia. Given the potential economic benefits of the FPS games, it is important to design its user interface as usable as possible to win the market. In accordance, it is crucial to find out what user interface factors should be considered in designing an FPS game. These factors can be used as a designing guide for game developers in Indonesia. The purpose of this paper is to discover the main user interface factors that should be considered in designing an FPS game especially from usability point of view and to suggest improvement of the user interface in current FPS game.</p><span>Fourty (40) usabilty attributes from literature review are qualitatively grouped into 5 factors. Those factors are: Basic FPS Feature (BFF), Basic Game Feature (BGF), Display &amp; Sounds (D&amp;S), Help &amp; Hints (H&amp;H), and Enjoyment (E). Usability testing on the factors is conducted in three different groups of players: Novice, Experienced, and Expert. Mann-Withney Test are conducted to understand performance difference for each group. The result shows that BGF and H&amp;H are not significantly difference for all groups. While for BFF, the novice group tend to have different preference rather than other groups since there is not enough time duration given on novice users accessing the FPS feature. For D&amp;S, expert tend to have different preference rather than other groups. Some future research potentials are also proposed in this paper.</span>


2020 ◽  
Author(s):  
Kwang-Ho Seok ◽  
YeolHo Kim ◽  
Wookho Son ◽  
Yoon Sang Kim

BACKGROUND The virtual reality (VR) content market is rapidly growing due to an increased supply of VR devices such as head-mounted displays (HMDs), whereas VR sickness (reported to occur while experiencing VR) remains an unsolved problem. The most widely used method of reducing VR sickness is the use of a rest frame that stabilizes the user's viewpoint by providing fixed visual stimuli in VR content (including video). However, the earth-fixed grid and natural independent visual background that are widely used as rest frames cannot maintain VR fidelity, as they reduce the immersion and the presence of the user. A visual guide is a visual element (eg, a crosshair of first-person shooter [FPS]) that induces a user's gaze movement within the VR content while maintaining VR fidelity, whereas there are no studies on the correlation of visual guide with VR sickness. OBJECTIVE This study aimed to analyze the correlation between VR sickness and crosshair, which is widely used as a visual guide in FPS games. METHODS Eight experimental scenarios were designed and evaluated, including having the visual guide on/off, the game controller on/off, and varying the size and position of the visual guide to determine the effect of visual guide on VR sickness. RESULTS The results showed that VR sickness significantly decreased when visual guide was applied in an FPS game. In addition, VR sickness was lower when the visual guide was adjusted to 30% of the aspect ratio and positioned in the head-tracking direction. CONCLUSIONS The experimental results of this study indicate that the visual guide can achieve VR sickness reduction while maintaining user presence and immersion in the virtual environment. In other words, the use of a visual guide is expected to solve the existing limitation of distributing various types of content due to VR sickness.


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