Social and ethical considerations in virtual worlds

DOIhttps://doi.org/10.1108/02640470510631254
Published date01 October 2005
Pages539-546
Date01 October 2005
AuthorRobert W. Kerbs
Subject MatterInformation & knowledge management,Library & information science
Social and ethical considerations
in virtual worlds
Robert W. Kerbs
Computer Science Department, California State Polytechnic University,
Pomona, California, USA
Abstract
Purpose The computer has evolved from a tool used solely for business, research and
governmental purposes to an instrument characterized by social interaction in virtual worlds. In this
context, like-minded people can converse and interact online in ways that are both enjoyable and
satisfying. However, virtual worlds also bring with them cause for concern. These concerns include
but are not limited to – the loss of one’s privacy, the fear of being exploited, and the loss of identity.
This paper seeks to investigate the current state of affairs of online virtual worlds in terms of what
many people deem acceptable and unacceptable forms of behavior.
Design/methodology/approach – A study is presented that explores the unmonitored distribution
of electronic materials through the internet. Available technologies are surveyed and
recommendations made based on these analyses.
Findings – This paper has shown that effective enforcement of online behavior is, at least, a very
complicated undertaking – not one that will be quickly or easily solved. However, it demonstrates a
number of techniques people may use today to protect themselves and those around them.
Originality/value – A number of techniques are described to help people traverse virtual worlds in a
safe, secure and confident manner. This includes recommendations for people of all ages, from children
through to adults.
Keywords Video games, Ethics,Social interaction, Privacy
Paper type Viewpoint
1. Introduction
The general public began becoming aware of the value of being connected to the
internet with the introduction of the worldwide web (WWW) in 1994 (Cerf, 1997). In
these ten short years the internet’s expanse has grown to include not only high-speed
delivery of information to industry and academia, but also to the home. In terms of
numbers of users it now has more 380 million people worldwide (with another 170,000
people added every day) (Staudt, 2001) — this is in addition to the one billion users
who subscribe to mobile communication services (European Telecommunications
Standards Institute, 2002).
The internet can provide a myriad of services. It is frequently utilized for business
transactions, online information exchange, shopping, learning, voting, teleworking,
and of course online gaming. Against this backdrop lies the potential for better
communication among people, better efficiencies of scale in commerce and enriched
personal lives. However, along with these possibilities come changes in terms of social
and ethical behaviors. This paper’s purpose is to introduce some of the issues relating
to acceptable and unacceptable online behaviors.
This paper is organized as follows: in the next section the online environments that
people participate in are described in terms of a virtual world; the next section covers
some of the popular activities that are taking place in virtual worlds; this is followed by
The Emerald Research Register for this journal is available at The current issue and full text archive of this journal is available at
www.emeraldinsight.com/researchregister www.emeraldinsight.com/0264-0473.htm
Social and ethical
considerations in
virtual worlds
539
The Electronic Library
Vol. 23 No. 5, 2005
pp. 539-546
qEmerald Group Publishing Limited
0264-0473
DOI 10.1108/02640470510631254

To continue reading

Request your trial

VLEX uses login cookies to provide you with a better browsing experience. If you click on 'Accept' or continue browsing this site we consider that you accept our cookie policy. ACCEPT