Should we promote Virtual Reality technology in entertainment?

Group 2

Introduction

Virtual reality (VR)  technology, also known as aurora technology, is a new and comprehensive information technology that emerged only at the end of the twentieth century. It incorporates digital image processing, computer graphics, multimedia technology, sensor technology and many other branches of information technology, thus significantly advancing the development of gaming entertainment. Virtual reality makes the gaming experience more immersive and a leap forward from the traditional way of interacting with games and brings innovation to the senses. However, the interesting thing is that an overly realistic picture will lead to a poorer experience. There is a lot of concern that authentic games can lead to people losing their ability to distinguish between reality and doing regrettable things.

For: Greatly Promotion of VR Tech:

In Gamers’ view, VR technology can bring a much higher quality of visuals and improve the satisfaction and happiness people get from the games, which aligns with utilitarianism’s definitionbecause the amount of happiness increases. Compared to traditional video content, it has a 360-degree panoramic picture. The protagonist, the user, can be in the scene and feel the atmosphere and ambience through the sound; the full impact, the sense of space and distance will be more layered. Moreover, VR fitness games can be used to bring a new dimension to an already dull exercise routine. For example, people can feel the immersion of riding around the world indoors with exercise bikes and VR equipment. These experiences will undoubtedly increase the happiness of the people forced to stay indoors during the epidemic, utilitarianism states.

Virtual Reality is certainly an attractive gaming technology. Compared to regular games, it has a higher appeal and retention among gaming players, as it greatly enhances user engagement through immersive experiences. Because of the increase in the player base, more people who enjoy the game will come together and share their novel experiences on the internet, so the game developers will receive more encouragement and appreciation from them. Developers will be happier and incentive to make better games, and this will create a virtuous circle. By applying Care ethics, VR is undoubtedly an area worth developing for a gaming company, as it improves the relationship between the gamers and developers.

Compared to video calling, the most interactive form of online social interaction, VR is as good as it is in terms of real-time feedback, but on top of that, it has a much more interesting and free interaction. VR allows a group of people who are not in the same place to communicate with each other by putting them in the same virtual world. Not only that, but it can also help people who are not good at socialising, in reality, to express their feelings and meet people in order to form good relationships, which is very much in line with Care ethics.

Virtual reality games also can be used to satisfy people’s thirst for excitement (e.g. explosions, wars, Firearms shootings, etc.). The categorical imperative (universal law) is what people want the games to be like, which give them the most fun. The biggest benefit of VR is that it can simulate this in the virtual world without damaging the reality world. It is also very much in line withKant’s Theory, as the laws restrict what they find exciting, and they are able to enjoy these things while complying with the law.

Against: Prohibition of VR Tech:

Despite the advantages of VR in terms of engineering ethics concluded above, it does have a myriad of potential drawbacks and will lead to significant problems for customers.

1: Potential physiological problems and after effects.

VR games can cause bad gaming experiences and even long-lasting psychological trauma for the users, such as suffering immersive torture and dying in the game. This awful experience runs counter to utilitarian happiness.

The long-term experience of killing in the violent game of VFR thrill the player gets can be a potential danger, especially for those who have difficulty distinguishing between virtual and real, such as teenagers. These violent elements potentially and subliminally influence the users to be more forceful and ultimately lead to irreversible results indicating that people develop bad moral characteristics contrary to virtue ethics. Furthermore, The duty ethics of Kantian’s theory suggested that the majority of people do not want the games causing players to commit acts of violence to others, especially to themselves, as it is likely to cause severe psychological trauma to others. If we know the games make people violent, then Duty Ethics opposes it because taking actions to prevent violence is universally acceptable.

VR manipulates users’ perception of the body, such as white people becoming black and adults becoming children randomly. The physical changes are often unacceptable to some people, e.g.a white male who is racist may become more racist when he becomes black in the virtual world and may engage in more racist behaviour in real life. Furthermore, some adults with mental illness will have a good relationship with children in the virtual world, potentially leading to grooming. In terms of Kantian theory, this person who doesn’t have goodwill will develop more racism and grooming, contrary to virtue ethics, because the nature of these players is bad. Furthermore, a worse relationship developed by racism in VR objects to care ethics. On the other hand, Professor Thomas Metzinger argued that in a completely immersive atmosphere, human beings are likely to assume themselves as gaming avatars and are more susceptible to the psychological impacts of prolonged VR experience, which might lead to depersonalization.

2: Personal privacy and data protection.

As virtual technology becomes more sophisticated, more personal information will be collected, such as eye movement states, motor responses, etc., which make up a person’s ‘kinematic fingerprint‘. This collection of personal information, which is exceptionally potentially revealing, is contrary to the original intention of most people to play VR games. And the developers run counter to the Kantian theory of good intentions – it is not good intentions to want everyone to carry out an absolute command that they do not want to do.

Initial Decision:

The group is against the promotion of Virtual Reality in the entertainment industry.

16 thoughts on “Should we promote Virtual Reality technology in entertainment?

  1. I think this topic is pretty interesting. In recent years the VR is becoming more and more popular, more people began to get in tough with VR facilities. Through the article it clearly state the potential and the risks of the VR. Although it could benefit us a lot, The drawback mentioned in the article can not be ignored. I think as there is a set of rules or restriction policy which may not that perfect at now, the VR technology would become one of the best tool for developing.

  2. This is a very relevant article on the trends in VR technology, which is now becoming more and more mature, while at the same time bringing about similar dilemmas as those mentioned in the article.
    In fact, these dilemmas will not only occur in the entertainment sector,but also in all areas where VR can be involved, such as ethics , interests etc.
    I prefer to against the “over-development” of VR technology in the entertainment field, I mean, VR can be used in the entertainment industry but, as mentioned in this article, over-development will inevitably violate the ethics of virtue and duty.

  3. I enjoyed this topic, it was very intereseting and I agree with the advantages of VR technology as expressed by the supporters, as I am considering buying VR FPV for filming, I am very supportive of using this technology for entertainment and I think it can be made relatively safe with vigorous regulation. However I still think the issue of data security is not just an issue with VR itself but with all digital devices these days and therefore should not be opposed to VR on this point as it seems to violate the principle of equal treatment as well.

  4. I like this topic because VR should be a very famous topic these years.
    However, I think VR technology can be applied to entertainment. As a high-tech product, VR has considerable development potential. Promoting this technology to entertainment can greatly enhance the player’s gaming experience. VR can highly simulate the game environment and the five senses of the human body to provide realistic game scenes, which is undoubtedly very satisfying for those who have high requirements for games. Moreover, this promotion is ethical, as described in the article.

  5. This is a really interesting topic. It’s true that the overly realistic nature of the VR world makes it difficult for those with less self-control to distinguish between reality and the unreal world. The moral theories cited in the opposing view are also very good. An example from the opposing viewpoint: more racial discrimination due to white people becoming black, an example that is very representative of today’s society, especially as racial discrimination has been expanding in recent years, and is indeed a very worrying thing.

    Overall this is a good article, especially in the section against the argument, but the more moral theory could be cited and it would be better to tell the example from a moral point of view than to describe this example.

  6. Fascinating article. I agree with the advantages of VR technology as expressed by the for side, but the dilemma expressed by the against side is also significant. Although the against side used many examples to describe the facts, adding some theories might have been better.

  7. Very relevant topic to me as I am think about getting a VR headset for gaming. I am quite interested in the potential exploit that could be gained by hackers from ‘kinematic fingerprint’. Besides personal health data, I imagine some other types of data leaks such as private conversations could be a lot more harmful. As a new form of media there is definitely a period of time that is needed for people and social system(laws and regulations etc.) to catch up.

  8. VR technology has been a hot topic in recent years. Many virtual reality movies and online games have appeared. The appropriate examples in this article and the appropriate references to ethical theories are a good reflection of the dilemmas that VR technology is now encountering in its development. The arguments on the opposing side are good, but the ethical theory would have been better if it could have been expanded.

  9. I think VR technology is a technology that has yet to be developed and is currently being developed in the entertainment industry, but it is really questionable in some aspects. For example, VR technology can cause gamers to feel the real sensation of death, which can have a psychological impact on the player. However, VR is often used to better effect in racing games or flight simulations, so VR technology cannot be generalised when used in games. The pros and cons of the use of VR technology in games are clearly explained in this paper, and the ethical arguments are accurate, but could also be expanded upon.

  10. This article illustrates the dilemma VR technology clearly, the ethical theories applied properly with examples.

    Furthermore, I believe live streaming is a part of entertainment, the promotion of VR technology in this industry will attract more audiences, which leads to the improvement of viewing experience of audiences and development of economics.

  11. I really like this topic. The dilemma is very clearly illustrated and it is one of the hotter topics in recent years. The ethical arguments were well used by both the For and against sides. The for section gives plenty of scenarios and examples so the reader can clearly understand the benefits VR brings in terms of entertainment, making me anxious to buy a product about it! The opposing section raises interesting points, in recent years people have been mostly supportive of the use of new technology in entertainment, but the development of technology needs some opposition. The physiological and data issues do warrant caution about this new technology and hopefully in the near future there will be solutions to weaken these issues.
    This is a high level article, with an attractive cover image, plenty of examples combined with ethical arguments, and plenty of hyperlinked references. I agree with the arguments against in the article.

    1. I think you have an interesting point of view, but I can’t fully agree with it. Although as a citizen, I don’t want something that leads to misfortune due to VR. However, as a gamer, I am very much in favour of this technology being used in entertainment. And I think it can be made relatively safe with strong regulation. So I agree with the for of this article and am looking forward to the day when I can experience quality VR gaming.

  12. I’m looking forward to VR gaming because it offers a different experience. As stated in the article, VR can bring psychological harm, especially to children. So I think as long as there are restrictions in place to ensure that those who are not suitable cannot play it, it is certainly a very exciting area.

  13. an interesting topic, looking forward to play COD by VR lol
    The Care ethics used for virtuous circle seems a bit far-fetched, although I’m not sure which ethics fits either.
    In fact I would be in favour of promoting VR, as that could be an important tool for the metaverse. However, there needs to be an age limit. As stated in the article, VR may have a negative impact on the psychology of children.

  14. Feedback
    1. Clarity of problem/dilemma
    You’ve identified an interesting topic, which is applicable to other entertainment areas too, such as movies. However, as games require the user to be active this is where losing touch with reality could occur. The sentence: “However, the interesting thing is that an overly realistic picture will lead to a poorer experience” could be clearer. Do you mean the poorer experience is due to losing a sense of reality?

    2. Use of ethical theories in the For Case
    You made appropriate use of the ethical theories. With regards to care ethics, my thoughts are that the relationship in question is between the customer (the gamer) and the company as opposed to being between gamers. Another point, possible, does VR allow the gamer to move? If so that increase in physical activity is a benefit – (deontology/Kant and utilitarianism). You mentioned exercise bikes using VR.

    3. Use of Ethical theories in the Against case
    There was a good use of ethical theories, although I focussed more on the argument against due to the facts presented rather than the theories.

    4. Advice on Assignment Two
    a. Identifying stakeholders
    b. Courses of action
    In terms of stakeholders, have a think about indirect stakeholders, such as parents and society as a whole. You may even want to consider humanity, as VR could make the advent of cyborgs possible! 😊
    With regards to Courses for Action, there could be win-win strategies to look at, which link to a stakeholder.

    5. Personal remarks
    I like your choice of topic. Years ago, I was involved with an MMORPG and I was struck by how players projected their personality into their characters. Similarly, by how invested they were in their characters. You’ve clearly identified a dilemma – nicely done!

    1. Dear Dr Patrick, Thank you for your feedback.

      In 2.Use of ethical theories in the For Case, regarding care ethics this article is in line with your point of view, the original article “By applying Care ethics, VR is undoubtedly an area worth developing for a gaming company, as it improves The relationship proposed is between the gamers and developers. Whereas gamers represent customers, developers represent the company’s software development engineers and not other gamers.

      Thanks again for your comments, they’ve given me lots of ideas!

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