Next Article in Journal / Special Issue
Rethinking Experiments in a Socio-Technical Perspective: The Case of Software Engineering
Previous Article in Journal
The Philosophy of Philosophies: Synthesis through Diversity
Previous Article in Special Issue
An Interdisciplinary Approach on the Mediating Character of Technologies for Recognizing Human Activity
Article Menu

Export Article

Open AccessArticle
Philosophies 2016, 1(1), 73-86; doi:10.3390/philosophies1010073

Ethics of Virtual Reality Applications in Computer Game Production

Innovation, Design and Technology, Mälardalen University, Högskoleplan 1, Västerås, Sweden
Academic Editor: Vincent C. Müller
Received: 8 August 2015 / Revised: 27 November 2015 / Accepted: 27 November 2015 / Published: 4 December 2015
(This article belongs to the Special Issue Computing and Philosophy: Papers from IACAP 2014)
View Full-Text   |   Download PDF [276 KB, uploaded 4 December 2015]   |  

Abstract

A current trend in the gaming industry is to provide more realistic and believable looking animation. To support this, motion capture has been used to create such animation. Lately, immersive virtual environments have been further developed and can be used to support motion capture actors with their work. Using immersive virtual environments as work environments has already been explored, but no ethical analysis or applied ethical code has been provided for such situations. In this paper, we investigate the ethical implications of introducing a highly immersive virtual environment for motion capture acting and discuss under which circumstances it is ethically justified to place an actor in such an environment. Moreover, we provide an overview of research in computer games ethics, ethics for virtual realities and acting, as well as an investigation of potential moral and ethical issues in motion capture. Finally, a discussion shall help in finding an ethical consensus within the field of motion capture and for related situations. View Full-Text
Keywords: ethics; virtual realities; computer games; motion capture; acting ethics; virtual realities; computer games; motion capture; acting
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. (CC BY 4.0).

Scifeed alert for new publications

Never miss any articles matching your research from any publisher
  • Get alerts for new papers matching your research
  • Find out the new papers from selected authors
  • Updated daily for 49'000+ journals and 6000+ publishers
  • Define your Scifeed now

SciFeed Share & Cite This Article

MDPI and ACS Style

Kade, D. Ethics of Virtual Reality Applications in Computer Game Production. Philosophies 2016, 1, 73-86.

Show more citation formats Show less citations formats

Article Metrics

Article Access Statistics

1

Comments

[Return to top]
Philosophies EISSN 2409-9287 Published by MDPI AG, Basel, Switzerland RSS E-Mail Table of Contents Alert
Back to Top