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A Technology Ethics Analysis of Sensation VR 

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In The Black Mirror episode Striking Vipers, two friends connect through playing a VR game. They place a technological disk to their temple which enables them to exist as an avatar in a virtual world, where all sensations feel real although they remain physically still in reality. While the two men are in heterosexual relationships, they find themselves cultivating a sexual relationship in the game. The wife of one of the men starts questioning if he’s having an affair, as the man becomes less sexually interested in her. Slowly their strictly sexual relationship in the game starts to consist of the two characters cuddling and talking romantically, although in real life they remain openly heterosexual even after trying to kiss.

 

In this article we will examine Sensational VR through different frameworks and theme analysis, starting out with the ways people can object to such a technology. Intrinsic Concerns include an objection to the technology itself as it is seen as problematic, while the Extrinsic Concerns focus on the problematic outcomes of using such a technology. An example of a group of people that would have an Intrinsic problem with this technology are the supporters of the Caste system, who object to facilitating different Caste members having an opportunity to interact and date. Another group would be the Amish, who may be concerned about this technology damaging the familial and communal bond they prioritize for the sake of their moral sanctity. An example for an Extrinsically Concerned group could include the spouses of soldiers. Many military spouses could appreciate their loved ones being able to train and treat PTSD in a safe environment like such Sensational VR, and therefore would support it. However, some may have concerns over outcomes, such as infidelity of sexual relationships feeling real and inviting while “plugged in”. A potential Intrinsic Concern of this technology could stem from a religious fear of it being a step towards the Singularity, which could alter society’s structure and the belief in the concept of life and death being God made and controlled. A similar example of a shown Extrinsic Concern viewpoint could be in the equivalent of the Chinese Government limiting time on video games to avoid outcomes like physical health being damaged, while not banning or objecting games entirely.

A tradeoff theme exists when analyzing Sensational VR as a technology, causing a rift between freedom of expression through anonymity and safety of users while avoiding danger. This technology could give people the chance to experiment with identity, gender and preferences without many real life consequences or costs. Although the intent of the game wasn’t for a man like Karl to discover he loves being a woman, it was a positive outcome and could be for many LGBTQ+ community members. It also gave the men an opportunity to exist as Asians, which may build empathy and relatability towards different kinds of people. However, along with the benefits of anonymity a cost of safety occurs. The same user alias that makes a 16 year old feel comfortable experimenting with being gay, is the same reason a predator may be able to interact with him. If all good things feel real in the technology, so could the bad. People may end up having trauma from harmful VR interactions and potentially even have mental issues with assessing the blurred line between realities. To mitigate such concerns a certain level of transparency is required by the platform: Are the characters human and verified? Are they computer controlled? Or a mixture of both? Regulation and transparency in such a “Metaverse” would need an explicit legal rights methodology. To exemplify, would an offence committed in a VR world be analyzed legally by the offender’s country, the victim’s, the company’s country or the games terms and conditions? If a game has an opportunity to record events, this could raise some questions over data rights: Who has the rights to the data happening in the game, who can access it and how is it obtained?

 

This technology has a challenging tension because while it could be an innovative way for people to become a happier person in real life, but it could also become a real person existing for the sake of enabling an avatar. Prioritizing being in the game and inhibiting physical activity while losing social connection and social skills in the real world could be a challenging influence. The game carries many alluring aspects like worrying less about judgement through anonymity, as well as accessibility and even minimizing injury pain while being young at all times. However these traits could influence a real dependence on the game. Technology like this could “short circuit” the natural drive and ability for people to socialize and meet partners in real life, similarly to our navigational abilities being affected by relying on Waze. This could also promote behaviours of social anxiety when without character masks or depression when dealing with a less dopamine stimulating world.

 

Some frameworks for evaluating and judging the ethics of a technology could include questioning through Intent (Deontological), Consequences and Ecological ethics. Evaluating a technology by its intentions would be to note the technology wasn’t probably created with the intent to become a “hook up” platform that may facilitate adultery (a subjective viewpoint in VR) or to create isolation. The intention was probably acceptable and entailed being a platform for entertainment gaming, or in the case of the Metaverse - a place where people can connect. Questioning by consequence we look at effects such as: addiction, depression, isolation, the pain made in the spouse’s life in the show, and more. In such a case we would put all intentions aside, and evaluate the negative consequences and if they outweigh the good. We could also analyze it from an ethically Ecological view point in which we evaluate impact that doesn’t center around humans and takes a more holistic approach in prioritizing the consideration of: Nature, its beings and their future. For example, having a place for people can virtually connect with far friends could bring down fuel emission from transportation and even help treat overpopulation through forming non physical relations.

 

Technology creators like of the Sensational VR or the Metaverse can take two approaches to building these virtual realms: Building bottom up like in the Bazar Approach, thus starting with a clean slate - letting human behavior determine the functionalities, or paving the way Top Down in the Cathedral Approach. Creators should consider when building: Ecology and nature’s wellbeing, mitigation of potential negative consequences like being inconsiderate of people outside their local bubble, and building a technology with a good intent that isn’t just here to disrupt – but to listen, serve and provide value.

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