{"id":185309,"date":"2017-03-29T11:24:03","date_gmt":"2017-03-29T15:24:03","guid":{"rendered":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/murder-in-virtual-reality-should-be-illegal-quartz\/"},"modified":"2017-03-29T11:24:03","modified_gmt":"2017-03-29T15:24:03","slug":"murder-in-virtual-reality-should-be-illegal-quartz","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/murder-in-virtual-reality-should-be-illegal-quartz\/","title":{"rendered":"Murder in virtual reality should be illegal &#8211; Quartz"},"content":{"rendered":"<p><p>    You start by picking up the knife, or reaching for the neck of    a broken-off bottle. Then comes the lunge and wrestle, the    physical strain as your victim fights back, the desire to    overpower him. You feel the density of his body against yours,    the warmth of his blood. Now the victim is looking up at you,    making eye contact in his final moments.  <\/p>\n<p>    Science-fiction writers have fantasised about virtual reality    (VR) for decades. Now it is hereand with it, perhaps, the    possibility of the complete physical experience of killing    someone, without harming a soul. As well as Facebooks ongoing    efforts with Oculus Rift, Google recently bought the    eye-tracking start-up Eyefluence to boost its progress towards    creating more immersive virtual worlds. The director Alejandro    G Irritu and the cinematographer Emmanuel Lubezki, both    famous for Birdman (2014) and The    Revenant (2015), have announced that their next    project will be a short VR film.  <\/p>\n<p>    But this new form of entertainment is dangerous. The impact of    immersive virtual violence must be questioned, studied, and    controlled. Before it becomes possible to realistically    simulate the experience of killing someone, murder in VR should    be made illegal.  <\/p>\n<p>    This is not the argument of a killjoy. As someone who has    worked in film and television for almost 20 years, I am acutely    aware that the craft of filmmaking is all about maximising the    impact on the audience. Directors ask actors to change the    intonation of a single word while editors sweat over a film cut    down to fractions of a second, all in pursuit of the right mood    and atmosphere.  <\/p>\n<p>    So I understand the appeal of VR, and its potential to make a    story all the more real for the viewer. But we must examine    that temptation in light of the fact that both cinema and    gaming thrive on stories of conflict and resolution. Murder and    violence are a mainstay of our drama, while single-person    shooters are one of the most popular segments of the games    industry.  <\/p>\n<p>    Students who played violent    games for just 20 minutes a day were more aggressive and less    empathetic than those who didnt.The effects of all this gore    are not clear-cut. Crime rates in the United States have    fallen even as Hollywood films have become    bloodier and violent video games have grown    in popularity. Some research suggests that shooter games can be    soothing, while other studies indicate they might be a causal    risk factor in violent behaviour. (Perhaps, as for Frank    Underwood in the Netflix series House of Cards, its    possible for video games to be both those things.) Students who    played violent games for just 20 minutes a day, three days in a    row, were more aggressive and less empathetic than those who    didnt, according to research by the psychologist Brad Bushman    at Ohio State University and his team. The repeated actions,    interactivity, assuming the position of the aggressor, and the    lack of negative consequences for violence are all aspects of    the gaming experience that amplify aggressive behaviour,    according to research by the psychologists Craig    Anderson at Iowa State University and Wayne Warburton at    Macquarie University in Sydney. Mass shooters including Aaron    Alexis, Adam Lanza, and Anders Breivik were all obsessive    gamers.  <\/p>\n<p>    The problem of what entertainment does to us isnt new. The    morality of art has been a matter of debate since Plato. The    philosopher Jean-Jacques Rousseau was skeptical of the divisive    and corrupting potential of theatre, for example, with its    passive audience in their solitary seats. Instead, he promoted participatory festivals that would    cement community solidarity, with lively rituals to unify the    jubilant crowd. But now, for the first time, technology    promises to explode the boundary between the world we create    through artifice and performance, and the real world as we    perceive it, flickering on the wall of Platos cave. And the    consequences of such immersive participation are complex,    uncertain and fraught with risk.  <\/p>\n<p>    Humans are embodied beings, which means that the way we think,    feel, perceive, and behave is bound up with the fact that we    exist as part of and within our bodies. By hijacking our    capacity for proprioceptionthat is, our ability to discern    states of the body and perceive it as our ownVR can increase    our identification with the character were playing. The    rubber hand illusion showed that, in the    right conditions, its possible to feel like an inert    prosthetic appendage is a real hand; more recently, a 2012    study found that people perceived a    distorted virtual arm, stretched up to three times its ordinary    length, to still be a part of their body.  <\/p>\n<p>    Its a small step from here to truly inhabiting the body of    another person in VR. But the consequences of such complete    identification are unknown, as the German philosopher Thomas    Metzinger has warned. There is the risk that virtual embodiment could bring on    psychosis in those who are vulnerable to it, or create a sense    of alienation from their real bodies when they return to them    after a long absence. People in virtual environments tend to    conform to the expectations of their avatar, Metzinger says. A    study by Stanford researchers in 2007    dubbed this the Proteus effect: They found that people who    had more attractive virtual characters were more willing to be    intimate with other people, while those assigned taller avatars    were more confident and aggressive in negotiations. Theres a    risk that this behaviour, developed in the virtual realm, could    bleed over into the real one.  <\/p>\n<p>    In an immersive virtual environment, what will it be like to    kill? Surely a terrifying, electrifying, even thrilling    experience. But by embodying killers, we risk making violence    more tantalizing, training ourselves in cruelty and normalising    aggression. The possibility of building fantasy worlds excites    me as a filmmakerbut, as a human being, I think we must be    wary. We must study the psychological impacts, consider the    moral and legal implications, even establish a code of conduct. Virtual reality promises    to expand the range of forms we can inhabit and what we can do    with those bodies. But what we physically feel shapes our    minds. Until we understand the consequences of how violence in    virtual reality might change us, virtual murder should be    illegal.  <\/p>\n<p>    This article was originally published at Aeon and has been    republished under Creative Commons. Learn how to     write for Quartz Ideas. We welcome your comments at    <a href=\"mailto:ideas@qz.com\">ideas@qz.com<\/a>.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read this article:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/qz.com\/943931\/murder-in-virtual-reality-video-games-should-be-illegal\/\" title=\"Murder in virtual reality should be illegal - Quartz\">Murder in virtual reality should be illegal - Quartz<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> You start by picking up the knife, or reaching for the neck of a broken-off bottle. Then comes the lunge and wrestle, the physical strain as your victim fights back, the desire to overpower him <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/murder-in-virtual-reality-should-be-illegal-quartz\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":6,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-185309","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/185309"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/6"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=185309"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/185309\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=185309"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=185309"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=185309"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}