Off-campus access
Using PhilPapers from home?
Click here to configure this browser for off-campus access.
- Maria Bakardjieva & Andrew Feenberg (2001). Involving the Virtual Subject. Ethics and Information Technology 2 (4):233-240.As users of computer networks have become more active in producing their own electronic records, in the form of transcripts of onlinediscussions, ethicists have attempted to interpret this new situation interms of earlier models of personal data protection. But thistransference results in unprecedented problems for researchers. Thispaper examines some of the central dichotomies and paradoxes in thedebate on research ethics online in the context of the concrete study ofa virtual community that we carried out. We argue that alienation, notprivacy, is the actual core of the ethical problems of virtual communityresearch. While practically everybody is allowed and often welcome tojoin online communities (which undermines the claim to privacy), mostparticipants would agree that members and visitors are not authorized touse, or `harvest,'' or sell the product of the group communication. To dothat, they would be expected to ask for permission preferably before thecontent has been produced, thus granting participants'' right to controltheir own product. This `non-alienation principle'' should be the basisof emergent social conventions in cyberspace. It would apply toresearchers as to anyone else. With certain types of research, wesuggest, cyberspace provides unique opportunities for empoweringsubjects by involving them as contributors in the research project.
Similar books and articles
The United States Supreme Court hasrecently ruled that virtual child pornographyis protected free speech, partly on the groundsthat virtual pornography does not harm actualchildren. I review the evidence for thecontention that virtual pornography might harmchildren, and find that it is, at best,inconclusive. Saying that virtual childpornography does not harm actual children isnot to say that it is completely harmless,however. Child pornography, actual or virtual,necessarily eroticizes inequality; in a sexistsociety it therefore contributes to thesubordination of women.
Many who speak glowingly about the possibilities for human relations in cyberspace, or virtual communities, laud them precisely because such communities are to a great extent free of the real spatial-temporal restrictions rooted in the limitations of our bodies. In this paper I investigate the importance of the body in establishing and maintaining human relations by considering the thought of the twentieth century French philosopher Gabriel Marcel. Because Marcel emphasized the central importance of the body in one's personal self-identity as well as in initiating and maintaining intersubjective bonds in human communities, he is able to offer some interesting reflections on the character of virtual communities. I suggest that a number of the features of cyberspace and its communities that make it attractive to many are precisely the characteristics that Marcel would consider detrimental to establishing intimate lasting human communities. I conclude by indicating why I think that Marcel would be concerned that certain trends in our high tech culture may well lead many to prefer ``living'' in virtual, rather than real communities.
This paper provides a critical analysis of virtual environments made in recent leisure and cultural studies discussions, which claim virtual reality to be the technotopia of post-modern society. Such positions describe virtual realities as worlds of in nite freedom, which transcend human subjectivity and where identity becomes no longer burdened by the prejudices of persons. Arguing that cyberspace offers little more than a token gesture towards such liberation, the paper suggests a shift in focus from the power relations that might change or remain because of virtual environments, to an awareness of their implications for human beings. Such technologies as chat rooms, the Internet and cyber-sex, are used to illustrate the fundamental challenge of virtual leisure to the human condition. This human condition is often presumed to represent ‘reality/actuality’ and, as such, is said to be in contrast to virtual environments. However, this paper extends its critique of virtual reality, by questioning such a distinction and arguing that new cyber-virtual reality is no more or no less than a sophistication of virtualness that has always re ected the human, embodied experience. Consequently, it is argued how cyberspace is more profound for its challenge to identity construction than for its emancipatory function.
When your word processor or email program is running on your computer, this creates a "virtual machine” that manipulates windows, files, text, etc. What is this virtual machine, and what are the virtual objects it manipulates? Many standard arguments in the philosophy of mind have exact analogues for virtual machines and virtual objects, but we do not want to draw the wild metaphysical conclusions that have sometimes tempted philosophers in the philosophy of mind. A computer file is not made of epiphenomenal ectoplasm. I argue instead that virtual objects are "supervenient objects". The stereotypical example of supervenient objects is the statue and the lump of clay. To this end I propose a theory of supervenient objects. Then I turn to persons and mental states. I argue that my mental states are virtual states of a cognitive virtual machine implemented on my body, and a person is a supervenient object supervening on his cognitive virtual machine.
Morgan Luck raises a potentially troubling problem for gamers who enjoy video games that allow the player to commit acts of virtual murder. The problem simply is that the arguments typically advanced to defend virtual murder in video games would appear to also support video games that allowed gamers to commit acts of virtual paedophilia. Luck’s arguments are persuasive, however, there is one line of argument that he does not consider, which may provide the relevant distinction: as virtual paedophilia involves the depiction of sexual acts involving children, it is therefore an instance of child pornography. I argue that virtual paedophilia involves the depiction of sexual acts involving children, which amounts to child pornography. I then draw on arguments to show that child pornography is morally objectionable. Finally, depictions of virtual murder are not instances of pornography, and so are not morally objectionable for this reason. So, there is a relevant moral distinction to draw between virtual murder and virtual paedophilia that is able to justify the former but not the latter.
Many of the psychological studies carried out within virtual environments are motivated by the idea that virtual research findings are generalizable to the non-virtual world. This idea is vulnerable to the paradox of fiction, which questions whether it is possible to express genuine emotion toward a character (or event) known to be fictitious. As many of these virtual studies are designed to elicit, broadly speaking, emotional responses through interactions with fictional characters (avatars) or objects/places, the issue raised by the paradox seems particularly apt. This paper assesses the extent to which the paradox of fiction constitutes a legitimate challenge to psychological research within virtual environments, and argues that any alleged conflict is in fact a product of an overly simplistic view of emotions which a more complete understanding resolves. Moreover, through a more detailed analysis of why the paradox cannot be sustained, one finds justification for the claim that emotions elicited through interactions with virtual (fictitious) objects/events are valid. However, their generalizability to the non-virtual world must still be treated with caution.
This article uses a notorious incident within the computer program EVE Online to exemplify and facilitate discussion of the metaphysics of virtual worlds and the morality of user behavior. The first section examines various frameworks used to understand virtual worlds, and emphasizes those which recognize virtual worlds as legal contracts, as representational worlds, and as media for communication. The second section draws on these frameworks to analyze issues of virtual theft and virtual betrayal arising in the EVE incident. The article concludes by arguing that, in the absence of countervailing contractual obligations, users of virtual worlds have the same de facto duties to each other as they do in mediated and real environments.
Increasingly, the Internet is proving to be an important research tool. Today, cyberspace affords researchers easy access to traditionally difficult to reach populations, a host of virtual communities, and a wealth of data created through computer-mediated-communication. This newfound research frontier brings with it, however, a multiplicity of ethical concerns, including: (1) whether the Internet constitutes a private or public space; (2) whether the human subject paradigm is appropriate when considering the ethics of Internet research; and (3) whether cyber participants/‘speakers-as-writers’ and communities should be guaranteed confidentiality and anonymity when researchers contain or consider them in research. This paper examines these specific ethical concerns as they relate to Canada's Tri-Council Policy Statement: Ethical Conduct for Research Involving Humans, which, as yet, does not explicitly address ethics involved in Internet research. I propose that in large part the Internet is by definition a public site of activity, and as such, many posters cannot expect their texts to remain confidential, nor their names anonymous, and that the human subject paradigm is highly problematic in terms of regulating ethics involved in some research generated through new information technologies. This is most expressly the case with computer-mediated-communication, which, in light of the Tri-Council Policy Statement, can be viewed as theoretically akin to public entertainment and performance.
The Virtual Embodied is intended to inform and provoke. It juxtaposes cutting-edge theories, polemics, and creative practices to uncover ethical, aesthetic and ecological implications of why, how and in particular where, human actions, observations and insights take place. It refuses simply to hold a euphoric view of technology yet equally resists the apocalyptic scorn which surrounds the new. The contributors use a range of interdisciplinary strategies to point to a re-worked aesthetic for embodying knowledge and explore such areas as colonialism and the internet, the virtual unconscious in electronic systems, theatre as a virtual space, 'information' and the capitalist society, ecstatic bodies and the rave scene, desire and the 'virtual comfort' zone. In The Virtual Embodied many of the authors, artists, performers and designers apply their interdisciplinary passions to questions of embodied knowledge and virtual space.
Discussion of Maria Bakardjieva & Andrew Feenberg, Involving the virtual subject
|
|
There are no threads in this forum |
Nothing in this forum yet.

