Massively Multi-user Online Social Virtual Reality Systems: Ethical Issues and Risks for Long-Term Use
This chapter covers the convergence of Social Media Networks and Virtual Reality Systems, labeled as Social Virtual Reality. It reviews the evolution of the World Wide Web from a single user, static experience into the futuristic 3D multi user interactive experience. This is followed by a review of bulk data collection in Virtual Reality, and the ethical risks and threats to privacy that this could create for Social Virtual Reality users. The chapter ends with recommendations to mitigate the ethical risks and threats to privacy for adult VR users, parents of VR users, psychologists, VR software and hardware manufacturers, governments and other regulatory institutions and VR researchers.
KeywordsSocial VR Web VR MMOGs Metaverse Web 5.0
- 2.Blascovich, J., & Bailenson, J. (2011). Infinite reality, the hidden blueprint of our virtual lives. USA: HarperCollins.Google Scholar
- 3.Choudhury, N. (2014). World wide web and its journey from web 1.0 to. web 4.0. International Journal of Computer Science and Information Technologies (IJCSIT), 5(6), 8096–8100.Google Scholar
- 4.Madary, M., & Metzinger, T. K. (2016). Real virtuality: A code of ethical conduct recommendations for good scientific practice and the consumers of VR-technology. Journal Frontiers in Robotics and AI, 3, 00. https://doi.org/10.3389/frobt.2016.00003. ISSN 2296-9144.
- 6.Sago, & Brad, (2015). A comparison of user perceptions and frequency of use of social media to use of social media. International Journal of Management and Marketing Research, 8(1), 15–29. SSRN: https://ssrn.com/abstract=2655859.
- 7.Scoble, R., & Israel, S. (2017). The fourth transformation: How augmented reality and artificial intelligence change everything. USA: Patrick Brewster Press.Google Scholar
- 8.Smart, J.M., Cascio, J., & Paffendorf, J. (2007). Metaverse Roadmap Overview, 2007. Accelerated Studies Foundation. http://metaverseroadmap.org/resources.html#inputs
- 9.Spagnolli, A., Conti, M., Guerra, G., Freeman, J., Kirsh, D., & van Wynsberghe, A. (2017). Adapting the system to users based on implicit data: Ethical risks and possible solutions. In L. Gamberini, A. Spagnolli, G. Jacucci, B. Blankertz, & J. Freeman (Eds.), Symbiotic Interaction. Symbiotic 2016. Lecture Notes in Computer Science (vol. 9961). Cham: Springer.CrossRefGoogle Scholar
- 10.Srnicek, N. (2017). Platform capitalism. UK: Polity Press.Google Scholar
- 12.Stephenson, N. (1992). Snowcrash. Bantam Books.Google Scholar
- 13.Thaler, R., & Sunstein, (2009). Nudge: Improving decisions about health, wealth, and happiness. USA: Penguin Group.Google Scholar
- 14.Tromp, J. G. (1995). Presence, telepresence and immersion: The cognitive factors of embodiment and interaction in virtual environments. Proceedings of FIVE’95 Conference, Frameworks for Immersive Virtual Environments (pp. 18–19). UK.Google Scholar
- 15.Tromp, J. G. (2001). Systematic usability design for collaborative virtual environments, Ph.D. thesis, University of, UK: Nottingham.Google Scholar