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.
Similar content being viewed by others
Notes
Specifically, in Griswold v. Connecticut (1965), Roe v. Wade (1973), and Lawrence v. Texas (2003).
I want to thank an anonymous referee for posing this objection.
This publication was made possible through funding by the Sells Group consulting firm. The opinions expressed here are mine and do not necessarily reflect the views of Sells Group.
References
Aardema, F., Cote, S., & O’Connor, K. (2006). Effects of virtual reality on presence and dissociative experience. CyberPsychology and Behavior, 9, 653.
Aardema, F., O’Connor, K., Cote, S., & Taillon, A. (2010). Virtual reality induces dissociation and lowers sense of presence in objective reality. Cyberpsychology, Behavior, and Social Networking, 13, 429–435.
Anderson, C., & Bushman, B. (2001). 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. Psychological Science, 12, 353–359.
Andreassen, C., Torsheim, T., Brunborg, G., & Pallesen, S. (2012). Development of a Facebook addiction scale. Psychological Reports, 110, 501–517.
Asch, S. (1951). Effects of group pressure upon the modification and distortion of judgment. In H. Guetzkow (Ed.), Groups, leadership and men: Research in human relations (pp. 177–190). Oxford: Carnegie.
Bahrick, L., & Watson, J. (1985). Detection of intermodal proprioceptive–visual contingency as a potential basis of self-perception in infancy. Developmental Psychology, 21, 963–973.
Basham, L. (2017). State of the art simulation and virtual reality. I Fly America. February 21, 2017. Reprinted from FAA Aviation News. https://iflyamerica.org/state_of_the%20_art.asp.
Bates, P. (2016). Three major privacy and security concerns over virtual reality. MUO, April 12, 2016. http://www.makeuseof.com/tag/3-major-security-privacy-concerns-virtual-reality/ Accessed February 22, 2017.
Behr, K.-M., Nosper, A., Klimmt, C., & Hartmann, T. (2005). Some practical considerations of ethical issues in VR research. Presence, 14, 668–676.
Blascovich, J., & Bailenson, J. (2011). Infinite reality: Avatars, eternal life, new worlds, and the dawn of the virtual revolution (1st ed.). New York: William Morrow.
Bloustein, E. (1964). Privacy as an aspect of human dignity: An answer to Dean Prosser. New York University Law Review, 39, 962–1007.
Botella, C., Perpina, C., Banos, R., & Garcia-Palacios, A. (1998). Virtual reality: A new clinical setting lab. Studies in Health Technology and Informatics, 58, 73–81.
Botvinick, M., & Cohen, J. (1998). Rubber hands ‘feel’ touch that eyes see. Nature, 391, 756.
Brey, P. (1999). The ethics of representation and action in virtual reality. Ethics and Information Technology, 1, 5–14.
Bymer, L. (2012). Virtual reality used to train soldiers in new training simulator. Army.mil. United States Army, 1 Aug. 2012 Web. 27 Oct. 2013. www.army.mil/article/84453/.
Cranford, M. (1996). The social trajectory of virtual reality: Substantive ethics in a world without constraints. Technology in Society, 18, 79–92.
Elder, S. (2014). A Korean couple let a baby die while they played a video game. Newsweek, July 27, 2014. http://www.newsweek.com/2014/08/15/korean-couple-let-baby-die-while-they-played-video-game-261483.html. Accessed February 21, 2017.
Fachot, M. (2016). Virtual reality is central to aviation and maritime training. E-Tech: News and Views from the International Electrotechnical Commission. May 2016. http://iecetech.org/issue/2016-05/Virtual-reality-is-central-to-aviation-and-maritime-training. Accessed February 21, 2017.
Fairfield, J., & Engel, C. (2015). Privacy as a public good. Duke Law Journal, 65, 385–457.
Ford, P. (2001). A further analysis of the ethics of representation in virtual reality: Multi-user environments. Ethics and Information Technology, 3, 113–121.
Fried, C. (1970). An anatomy of values. Cambridge: Harvard University Press.
Gallagher, A., Ritter, E., Champion, H., Higgins, G., Fried, M., Moses, G., Smith, C., & Satava, R. (2005). Virtual reality simulation for the operating room. Annals of Surgery, 241, 364–372.
Gentile, D., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011). Pathological video game use among youths: A two-year longitudinal study. Pediatrics, 127, 319–329.
Gooskens, G. (2010). The ethical status of virtual actions. Ethical Perspectives, 17, 59–78.
Gotterbarn, D. (2010). The ethics of video games: Mayhem, death, and the training of the next generation. Information Systems Frontiers, 12, 369–377.
Gregg, L., & Tarrier, N. (2007). Virtual reality in mental health: A review of the literature. Social Psychiatry and Psychiatric Epidemiology, 42, 343–354.
Haney, C., Banks, W., & Zimbardo, P. (1973). Study of prisoners and guards in a simulated prison. Naval Research Review, 9, 1–17.
Hsu, E., Li, Y., Bayram, J., Levinson, D., Yang, S., & Monahan, C. (2013). State of virtual reality based disaster preparedness and response training. PLOS Currents: Disasters. April 24, 2013. http://currents.plos.org/disasters/article/state-of-virtual-reality-vr-based-disaster-preparedness-and-response-training/. Accessed February 21, 2017.
Hunt, B. (2015). Man dies in Taiwan after three-day long on-line gaming binge. CNN. January 19, 2015. http://www.cnn.com/2015/01/19/world/taiwan-gamer-death/. Accessed February 23, 2017.
Johnson, E. (2015). Legal danger: What we don’t know about virtual reality today might hurt companies tomorrow. Recode. August 11, 2015. http://www.recode.net/2015/8/11/11615490/legal-danger-what-we-dont-know-about-virtual-reality-today-might-hurt. Accessed February 20, 2017.
Kopstein, J. (2016). The dark side of VR: Virtual reality allows the most detailed, intimate digital surveillance yet. The Intercept. December 23, 2016. https://theintercept.com/2016/12/23/virtual-reality-allows-the-most-detailed-intimate-digital-surveillance-yet/. Accessed February 22, 2017.
Kosoff, M. (2014). A California couple is in prison for neglecting children while playing World of Warcraft. Business Insider. August 11, 2014. http://www.businessinsider.com/california-couple-is-in-jail-for-neglecting-their-children-to-play-world-of-warcraft-2014-8. Accessed February 21, 2017.
Kramer, A., Guillory, J., & Hancock, J. (2014). Experimental evidence of massive-scale emotional contagion through social networks. Proceedings of the National Academy of Science, 111, 8788–8790.
LaViola, J., Jr. (2000). A discussion of cybersickness in virtual environments. ACM SIGCHI Bulletin, 32, 47–56.
Lewis, M., & Brooks-Gunn, J. (1979). Social cognition and the acquisition of the self. New York: Plenum.
Lucca, L. (2009). Virtual reality and motor rehabilitation of the upper limb after stroke: A generation of progress? Journal of Rehabilitation Medicine, 41, 1003–1006.
Madary, M., & T. Metzinger (2016). Real virtuality: A code of ethical conduct: Recommendations for good scientific practice and the consumers of VR technology. Frontiers in Robotics and AI. https://doi.org/10.3389/frobt.2016.00003. Accessed February 20, 2017.
Mantovani, G. (1995). Virtual reality as a communication environment: Consensual hallucination, fiction, and possible selves. Human Relations, 48, 669–683.
Milgram, S. (1974). Obedience to authority: An experimental view. London: Tavistock.
Moore, A. (2003). Privacy: Its meaning and value. American Philosophical Quarterly, 40, 215–227.
O’Brolcháin, F., Jacquemard, T., Monaghan, D., O’Connor, N., Novitzky, P., & Gordijn, B. (2016). The convergence of virtual reality and social networks: Threats to privacy and autonomy. Science and Engineering Ethics, 22, 1–29.
Oskin, B. (2012). Teens and video games: How much is too much? LiveScience. August 10, 2012 http://www.livescience.com/22281-teens-video-games-health-risks.html. Accessed February 23, 2017.
Parsons, T., & Rizzo, A. (2008). Affective outcomes of virtual reality exposure therapy for anxiety and specific phobias: A meta-analysis. Journal of Behavior Therapy and Experimental Psychiatry, 39, 250–261.
Postman, N. (1998). Five things we need to know about technological change. Conference talk delivered in Denver, Colorado. March 28, 1998. http://web.cs.ucdavis.edu/~rogaway/classes/188/materials/postman.pdf.
Rachels, J. (1975). Why privacy is important. Philosophy & Public Affairs, 4, 323–333.
Riva, G. (2003). Applications of virtual environments in medicine. Methods of Information in Medicine, 42, 524–534.
Searles, R. (2016). Virtual reality can leave you with an existential hangover. The Atlantic. December 21, 2016. https://www.theatlantic.com/technology/archive/2016/12/post-vr-sadness/511232/. Accessed February 21, 2017.
Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society of London, 364, 3549–3557. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2781884/. Accessed February 20, 2017.
Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42, 73–93.
Stewart, B., Hutchins, H. M., Ezell, S., De Martino, D., & Bobba, A. (2010). Mitigating challenges of using virtual reality in online courses: A case study. Innovations in Education & Teaching International, 47, 103–113.
Sveistrup, H. (2004). Motor rehabilitation using virtual reality. Journal of NeuroEngineering and Rehabilitation. doi:10.1186/1743-0003-1-10.
Tavinor, G. (2007). Towards an ethics of video gaming. FuturePlay, November 15–17, 2007, Toronto Canada.
Tsai, P. (2016). The rise of VR and its impending security risks. Tripwire. December 22, 2016. https://www.tripwire.com/state-of-security/security-data-protection/rise-vr-impending-security-risks/. Accessed February 22, 2017.
Ward, J. (2016). Virtual reality—Real law issues. VR Today Magazine. October 24, 2016. https://vrtodaymagazine.com/virtual-reality-law/. Accessed February 20, 2017.
Warren, S., & Brandeis, L. (1890). The right to privacy. Harvard Law Review, 4, 193–220.
West, G., Drisdelle, B., Konishi, K., Jackson, J., Jolicoeur, P., & Bohbot, V. (2015). Habitual action video game playing with caudate nucleus-dependent navigational strategies. Proceedings of the Royal Society. doi:10.1098/rspb.2014.2952.
Funding
Funding was provided by Sells Group.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Spiegel, J.S. The Ethics of Virtual Reality Technology: Social Hazards and Public Policy Recommendations. Sci Eng Ethics 24, 1537–1550 (2018). https://doi.org/10.1007/s11948-017-9979-y
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11948-017-9979-y