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Philosophies 2016, 1(1), 73-86;

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)
Full-Text   |   PDF [276 KB, uploaded 4 December 2015]   |  


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

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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).

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

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