An ethical commitment for Mixed Reality Games

Mixed Reality Games change the way that people experience and share space, they thus raise new ethical challenges for designers, especially at cultural heritage sites that are particularly sensitive shared places. In this paper we re!ect on a major study of ethical practice in mixed reality games recently published in ACM Games: Research and Practice, and explore how its "ndings might be translated into guidance for developing mixed reality games within our LoGaCulture project. The result is a four part commitment: to critically engage with ethical aspects of our case studies, to draw on known ethical strategies, to actively look for ethical issues, and to create space for artistic freedom where possible. We have then set out what this initially looks like at two of our case study locations: Avebury and Madeira. Our approach shows that rather than a prescriptive set of strategies that would create a false sense of assurance it is possible to set out a re!ective and critical approach that represents a more genuine engagement with mixed reality ethical issues.

Publication Details

Journal
Bournemouth University Research Online (Bournemouth University)
Published
2024-09-13
Primary Topic
Head and Neck Cancer Studies
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

An ethical commitment for Mixed Reality Games

Bournemouth University Research Online (Bournemouth University)
Head and Neck Cancer Studies
article

An ethical commitment for Mixed Reality Games

article en

Abstract

Mixed Reality Games change the way that people experience and share space, they thus raise new ethical challenges for designers, especially at cultural heritage sites that are particularly sensitive shared places. In this paper we re!ect on a major study of ethical practice in mixed reality games recently published in ACM Games: Research and Practice, and explore how its "ndings might be translated into guidance for developing mixed reality games within our LoGaCulture project. The result is a four part commitment: to critically engage with ethical aspects of our case studies, to draw on known ethical strategies, to actively look for ethical issues, and to create space for artistic freedom where possible. We have then set out what this initially looks like at two of our case study locations: Avebury and Madeira. Our approach shows that rather than a prescriptive set of strategies that would create a false sense of assurance it is possible to set out a re!ective and critical approach that represents a more genuine engagement with mixed reality ethical issues.

Bournemouth University Research Online (Bournemouth University)
UK Research and Innovation, European Commission
Sustainable cities and communities
Openalex Percentile: Top 41%
Head and Neck Cancer Studies
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.