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Emerging ethical issues of life in virtual worlds /

Virtual Worlds are being increasingly used in business and education. With each day more people are venturing into computer generated online persistent worlds such as Second Life for increasingly diverse reasons such as commerce, education, research, and entertainment. This book explores the emergin...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Wankel, Charles, Malleck, Shaun K.
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Charlotte, N.C. : Information Age Pub., ©2010.
Colección:Research in management education and development.
Temas:
Acceso en línea:Texto completo

MARC

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245 0 0 |a Emerging ethical issues of life in virtual worlds /  |c edited by Charles Wankel and Shaun Malleck. 
260 |a Charlotte, N.C. :  |b Information Age Pub.,  |c ©2010. 
300 |a 1 online resource :  |b illustrations. 
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490 1 |a Research in management education and development 
504 |a Includes bibliographical references. 
505 0 0 |t Exploring new ethical issues in the virtual worlds of the twenty-first century /  |r Charles Wankel and Shaun Malleck --  |t The neglect of reason : a plea for rationalist accounts of the effects of virtual violence /  |r Johnny Hartz Søraker --  |t Copyright and paratext in computer gaming /  |r Dan L. Burk --  |t Virtual sex with child avatars /  |r Andrew A. Adams --  |t Research ethics and virtual worlds /  |r Justin M. Grimes, Kenneth R. Fleischmann, & Paul T. Jaeger --  |t Preparing for practice : issues in virtual medical education /  |r Rachel H. Ellaway & David Topps --  |t What benefits do virtual worlds provide charitable organizations? : a case study of Peace Train, a charitable organization in Second Life /  |r Robin Teigland --  |t Cosmopolitan online : a manual for the construction of a virtual cosmopolis /  |r Edward Howlett & Adam Briggle --  |t Ethics in Second Life : difference, desire, and the production of subjectivity /  |r Anna Hickey-Moody & Denise Wood --  |t This war is a lie : ethical implications of massively multiplayer online game design /  |r Miguel Sicart --  |t The illusion of reality : cognitive aspects and ethical drawbacks : the case of Second Life /  |r Elena Pasquinelli. 
520 |a Virtual Worlds are being increasingly used in business and education. With each day more people are venturing into computer generated online persistent worlds such as Second Life for increasingly diverse reasons such as commerce, education, research, and entertainment. This book explores the emerging ethical issues associated with these novel environments for human interaction and cutting-edge approaches to these new ethical problems. 
588 0 |a Print version record. 
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650 0 |a Virtual reality  |x Social aspects. 
650 0 |a Virtual reality  |x Moral and ethical aspects. 
650 0 |a Information technology  |x Moral and ethical aspects. 
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650 6 |a Réalité virtuelle  |x Aspect moral. 
650 7 |a BUSINESS & ECONOMICS  |x Business Ethics.  |2 bisacsh 
650 7 |a Information technology  |x Moral and ethical aspects  |2 fast 
650 7 |a Virtual reality  |x Social aspects  |2 fast 
700 1 |a Wankel, Charles. 
700 1 |a Malleck, Shaun K. 
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