DOI: 10.3990/1.9789036530101
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The value of virtual worlds and entities : a philosophical analysis of virtual worlds and their potential impact on well-being

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Cited by 7 publications
(27 citation statements)
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“…For example, a crate is lifted or a zombie is killed. Such effects within the virtual realm are called intravirtual effects by Søraker (2010). A virtual action is defined over virtual objects and intravirtual effects should not be understood as really occurring.…”
Section: The Ontology Of Virtual Actionsmentioning
confidence: 99%
“…For example, a crate is lifted or a zombie is killed. Such effects within the virtual realm are called intravirtual effects by Søraker (2010). A virtual action is defined over virtual objects and intravirtual effects should not be understood as really occurring.…”
Section: The Ontology Of Virtual Actionsmentioning
confidence: 99%
“…The taxonomy of virtuality suggested by Søraker (2010) identifies the following types (p. 56): virtual reality "a three-dimensional interactive computer generated environment that incorporates a first-person perspective" (Brey, 1999); multi-access virtual reality; virtual worlds; virtual environments; virtual communities and virtual institutions (banks, libraries, universities, museums, galleries, experiments, enterprises, businesses). Yet another way to delineate virtuality is through the Journal of Virtual Worlds Research, which features such phenomena as cultures of virtual worlds, pedagogy, education and innovation in virtual worlds, virtual worlds for health and healthcare, technology, economy and standards in virtual worlds, virtual economies, virtual goods and service delivery in virtual worlds, and consumer behaviour in virtual worlds, among others.…”
Section: What Is a Virtual World? The Nature Of Virtualitymentioning
confidence: 99%
“…How can they be developed in order to contribute to the well being of humanity? Søraker (2010) discusses the ideals of good and theories of value and well-being to finally focus the analysis on subjective well-being, emphasizing the importance of normative evaluations of technology. Those are undoubtedly central questions, especially when addressing virtual worlds used in social networking and games.…”
Section: Question the Ways "The Changing Nature Of New Artefacts Is Amentioning
confidence: 99%
“…3 Indeed, this seems to be the general concern that lies behind criticism of virtual friendship; that they are somehow inauthentic hence not the kind that will provide us with genuine happiness. Although I have argued elsewhere that happiness should be regarded as a subjective mental state (Søraker 2010b), my more modest claim for this paper is that it is often essential to understand how something affects our subjective mental state of well-being if we want to investigate whether we ought to do something or not. It is important to note that this does not entail that we should always do whatever it is that we believe will make us happy.…”
Section: The Role Of Subjective Well-being In Ethicsmentioning
confidence: 99%