Virtual Reality And Morality

Virtual Reality And Morality

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Morality and behavior shape a person’s personality and help determine how and what role he or she plays in the society. This role is affected by various things, of which in the current age, technology is listed first. The advancement of Virtual Reality has given a new dimension to the effect of technology on human behavior. This environment can best be defined by a video game that takes a person into a three dimensional world where the only barrier in between is the screen of an LCD.

Designers of video games aim to create an environment where people experience the real atmosphere and feel as if they are actually performing the acts. Be it sports, adventure, arcade or any other kind, the primary aim is entertainment.   But that is not the only service it provides. People along with entertainment fulfill their hopes, dreams and aspirations. But the question here is what effect these video games leave on a person’s behavior and personality. For example a person who is not good at playing football might just fulfill his or her dream by playing it on PlayStation. But this accomplishment can result in the person being lazy and not willing to go out and trying the game in the real environment.   What effect does it have on the health is a different question but what it does to the confidence is something which can adversely effect the behavior. These are the issues discussed further in the essay to reach a conclusion on how persons’ morality and behavior differ in Virtual Reality environments, its effect and should the difference in behavior be tolerated by the society.

The perception of life on the screen is that it is completely different from the real world and has its own identity. It gives a different view of existence and provides space and freedom to its users (Jewkes, 2007). This is the main reason why people talk in favor of cyberspace. It is separate from the “real life” and gives the option of correcting the inequalities outside its borders (Kendall, 2002)....