10.5 Ethical considerations in VR/AR research and development
10 min read•august 19, 2024
Virtual and augmented reality technologies offer incredible potential, but they also raise complex ethical concerns. From privacy and psychological impacts to and content moderation, VR/AR developers face numerous challenges in creating responsible, inclusive experiences.
Ethical frameworks like and virtue ethics can guide decision-making, while governance efforts span industry self-regulation to government oversight. Ultimately, proactive consideration of ethics throughout the innovation process is key to realizing VR/AR's benefits while mitigating risks.
Ethical frameworks for VR/AR
Ethical frameworks provide structured approaches for evaluating the moral implications and social impacts of VR/AR technologies
Applying established ethical theories to VR/AR helps identify potential benefits, risks, rights, and responsibilities for developers and users
Frameworks offer guidance for navigating complex ethical dilemmas and value trade-offs that arise with immersive and persuasive VR/AR experiences
Utilitarianism in VR/AR
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Focuses on maximizing overall happiness, well-being, and benefits for the greatest number of people affected by a VR/AR application
Weighs potential positive outcomes (education, skills training, social connection) against risks of harm (addiction, manipulation, privacy violations)
Challenges include defining and measuring utility, comparing different types of VR/AR impacts, and avoiding sacrificing individual welfare for aggregate gains
Deontology and VR/AR
Emphasizes adhering to moral duties, rules, and obligations regardless of outcomes, such as respecting user autonomy, honesty, and fairness
Prioritizes protecting individual rights over collective welfare and rejects exploiting or deceiving users even for beneficial aims
Raises questions about the fundamental rights of users (privacy, bodily and psychological integrity) and corresponding responsibilities of VR/AR creators
Virtue ethics for VR/AR
Evaluates the moral character traits and motivations of VR/AR innovators and how technologies cultivate or undermine human virtues
Highlights the importance of designers' moral integrity and conscience in the face of economic incentives or competitive pressures that could compromise ethics
Privacy concerns with VR/AR
VR/AR systems can capture, generate, and analyze vast amounts of highly personal and sensitive data about users' bodies, behaviors, and minds
Immersive sensors and analytics enable unprecedented tracking, profiling, and influencing of users across both virtual and physical contexts
Privacy risks include data breaches, surveillance, manipulation, discrimination, and erosion of anonymity and control over personal information
Data collection in VR/AR
VR/AR devices gather rich streams of biometric (eye tracking, facial expressions), behavioral (gestures, interactions), and contextual (location, social connections) data
Sensor fusion techniques can combine multiple data sources to make invasive inferences about users' emotions, intentions, and intimate personal characteristics
Ongoing challenges include providing transparency about data practices, minimizing data collection, and securely handling personal information
User tracking and monitoring
VR/AR technologies allow continuous, granular monitoring of user actions, attention, and responses within immersive experiences and real-world environments
Eye tracking, gaze analysis, and emotion detection enable deep insights into users' interests, preferences, and decision-making processes
Pervasive tracking raises concerns about surveillance, profiling, behavior modification, and chilling effects on creative expression and social interaction
Protecting user privacy
Privacy safeguards for VR/AR need to address data governance (collection, sharing, retention), user control (consent, access, deletion), and security (encryption, anonymization)
Privacy-by-design principles promote data minimization, decentralized architectures, and user-centric data management practices
Emerging privacy-enhancing technologies relevant to VR/AR include differential privacy, federated learning, and blockchain-based data trusts and intermediaries
Psychological impacts of VR/AR
VR/AR experiences can have profound effects on users' perceptions, emotions, beliefs, and behaviors by simulating highly convincing and intense multisensory stimuli
Immersive technologies create new risks of mental manipulation, behavioral addiction, social isolation, and desensitization to violence or anti-social conduct
Long-term psychological ramifications of VR/AR are still poorly understood, requiring ongoing research and monitoring to assess cognitive, affective, and behavioral impacts
Emotional manipulation risks
VR/AR enables deeply engaging, emotionally compelling experiences that can alter users' feelings and attitudes without their awareness or control
-arousing VR/AR simulations can cultivate false memories and trick brains into forming intimate connections with virtual characters or avatars
Malicious actors could exploit immersive emotional triggers for deceptive advertising, political propaganda, radicalization, or psychological torture
Addiction and overuse
Highly immersive, stimulating, and gamified VR/AR applications have the potential to be addictive, encourage compulsive use, and lead to psychological dependence
Excessive VR/AR usage could interfere with real-world responsibilities, relationships, and mental health, particularly for vulnerable youth
Developers may be incentivized to maximize engagement at the expense of user well-being, requiring ethical constraints and safety guidelines
Effects on social interaction
VR/AR could replace in-person communication with virtual interactions, leading to diminished social skills, isolation, and deterioration of real-world relationships
Immersive social environments may expose users to novel forms of harassment, abuse, peer pressure, and anti-social behavior
Extensive use of VR/AR avatars and filters could undermine authentic self-representation, exacerbate biases, and breed mistrust in communication
Physical health considerations
VR/AR hardware and software interfaces can cause immediate discomfort and injury as well as yet unknown cumulative ergonomic and neurological health impacts
Physical risks span from temporary symptoms (eye strain, headaches) to chronic conditions (neck strain, obesity) to traumatic accidents (falls, collisions)
Mitigating strategies include hardware design improvements, software safety features (warnings, time limits), and medical research on long-term effects
VR sickness and discomfort
Sensory conflicts between visual motion cues in VR/AR displays and physical head/body movements can induce disorientation, nausea, and imbalance
Vergence-accommodation mismatch between virtual depth and focal distance contributes to visual discomfort, fatigue, and difficulty focusing
Individual susceptibility to VR sickness varies widely and may limit adoption and usage of immersive technologies for significant portions of the population
Repetitive strain injuries
Frequent, prolonged use of VR/AR input devices (controllers, gestures) can strain muscles and joints in the hands, arms, shoulders and neck
Physically active VR/AR applications may cause overexertion, exhaustion, and musculoskeletal stress and pain, especially with improper form or overuse
Ergonomic design of VR/AR systems requires balancing comfortable, natural interactions with exertion limits and recovery, plus user training on healthy practices
Long-term health unknowns
Cumulative impacts of regular, extensive VR/AR use on visual, neurological, and metabolic health are still unknown and may take years to manifest
Children's health may be especially vulnerable to adverse effects of VR/AR on developing eyes and brains, meriting extra precautions
Post-market health monitoring, longitudinal studies, and industry/academic/government cooperation are crucial to proactively identifying and addressing chronic VR/AR health risks
Accessibility and inclusivity
VR/AR technologies raise new barriers for equal access and inclusion of diverse user populations across physical, cognitive, and social dimensions
Inclusive design of VR/AR must accommodate a wide range of perceptual, motor, and linguistic abilities and address disparities in digital literacy and economic means
Proactive integration of accessibility and inclusivity throughout VR/AR development and deployment is an ethical imperative to prevent widening digital divides
Designing for diverse users
VR/AR hardware, software, and content must be adaptable and customizable to fit diverse ergonomic needs, abilities, and preferences
Cultural inclusivity requires offering VR/AR interfaces and experiences in multiple languages and reflecting diversity in avatars, characters, and narratives
Socioeconomic barriers to VR/AR
High costs of VR/AR devices and bandwidth requirements risk making immersive technologies accessible only to affluent, digitally connected populations
Public and non-profit VR/AR access through schools, libraries, and community centers is critical to ensure VR/AR literacy and participation across socioeconomic strata
Affordable, smartphone-based VR/AR approaches can extend access but may offer inferior quality, exacerbating digital divides
Accessibility features and tools
Accessibility must be built into VR/AR platforms and tools, including alternative input modalities (speech, eye tracking), output customization (text enlargement, audio description), and difficulty settings
Open accessibility standards, cross-platform compatibility, and third-party assistive plugins can expand options for adapting VR/AR to individual needs
Accessibility efforts should engage diverse users throughout design processes and provide channels for reporting and resolving accessibility barriers
Content moderation challenges
VR/AR platforms must establish and enforce standards for acceptable content and behavior while respecting creative freedom and diversity of expression
Immersive, user-generated VR/AR content is difficult to monitor at scale and poses novel forms of potential harms, from violent/hateful speech to disturbing simulations
Inconsistent moderation across VR/AR services could allow bad actors to exploit more permissive platforms and create virtual safe havens for toxic content and conduct
Defining acceptable VR/AR content
Content policies for VR/AR must define clear boundaries for permissible vs. restricted content that are appropriate to specific user contexts (age, application purpose)
Classifying objectionable VR/AR content involves nuanced distinctions in realism, intensity, and interactivity of experiences depicting violence, hate, obscenity, or illegal acts
Crafting culturally sensitive and internationally compatible content standards requires multi-stakeholder input and flexibility for local adaptations
Enforcing content guidelines
Proactive content moderation in VR/AR requires automated analysis of 3D assets, scenes, and interactions in addition to text, images, and audio
Immersive content complicates human moderation due to technological barriers (specialized VR/AR setups) and psychological toll of prolonged exposure to disturbing realistic experiences
Limited transparency and accountability of VR/AR content moderation decisions, often made by private actors, risks silencing legitimate speech and concentrating power over public discourse
Balancing free speech vs harm
Moderating VR/AR content requires weighing tradeoffs between free speech rights and preventing individual/social harms, which manifest differently in immersive experiences
Embodied, interactive nature of VR/AR may justify more stringent restrictions on some forms of speech (threats, harassment) whose impacts are amplified by realism and
Navigating speech boundaries in VR/AR requires confronting fundamental questions about how rights and responsibilities should translate in novel experiential media
Informed consent practices
VR/AR experiences can subject users to intense, surprising stimuli with uncertain short and long-term consequences, necessitating robust protocols
Obtaining meaningful consent for VR/AR is challenged by lack of user familiarity with immersive risks, persuasive effects of virtual embodiment, and complexities
Effective VR/AR consent practices must be tailored to user characteristics (age, VR/AR experience), provide timely disclosures and choices, and balance detail with comprehension
Disclosing VR/AR risks
Informed consent for VR/AR should communicate potential physical (discomfort, injury), psychological (distress, manipulation), and privacy (data gathering, sharing) risks
Risk disclosures must be specific to the content and features of a VR/AR experience, not just generic warnings, and highlight any lasting effects beyond the immediate interaction
Layered disclosure formats (short overviews with links to detailed explanations) can help make VR/AR risk information more digestible and accessible
Obtaining meaningful consent
VR/AR consent interfaces should appear natively in immersive environments and allow users to make granular choices about participation, data collection, and experience options
Affirmative, opt-in consent for sensitive VR/AR experiences should be required, rather than defaulting to assumed consent with opt-outs
Mechanisms to withdraw or modify consent during a VR/AR experience are important to empower users to adjust boundaries based on real-time comfort levels
Protecting vulnerable populations
Minors, elderly, and physically/mentally impaired individuals may be especially vulnerable to VR/AR risks and require additional consent safeguards
Adapting VR/AR consent processes for child users involves age-appropriate information, parental consent, and limits on data practices and content exposure
VR/AR applications targeted at medical patients, students, employees, or public audiences should adhere to domain-specific consent and human subjects research guidelines
Responsible innovation principles
Proactive ethical deliberation and value-sensitive design throughout VR/AR development lifecycles is critical to surfacing and mitigating downstream negative impacts
Responsible VR/AR innovation involves broadening participation in design decisions, monitoring for unintended consequences, and flexibly updating approaches as contexts evolve
Adopting ethically-aligned design frameworks (IEEE, OECD) and conducting regular ethical reviews and risk/benefit assessments can enhance responsible VR/AR innovation
Anticipating unintended consequences
Developers should strive to anticipate and preemptively address potential misuses and negative externalities of their VR/AR technologies, not just intended use cases
Unintended harms may arise from technological limitations (tracking inaccuracies), malicious actors (hackers, harassers), or social/contextual factors beyond designers' control
Scenario planning, threat modeling, and frequent re-assessment of evolving risks throughout VR/AR development and deployment can surface ethical blind spots
Stakeholder engagement and input
Responsible VR/AR innovation requires actively seeking and incorporating perspectives of diverse stakeholders potentially impacted by immersive technologies
Participatory design methods bring users, community members, policymakers, and ethical experts into VR/AR design processes to better align innovations with societal values
Stakeholder engagement should continue beyond initial design through forums for ongoing user feedback, external audits/assessments, and whistleblowing channels
Iterative ethical assessment
Ethical evaluation of VR/AR technologies should not be a one-time checkpoint but rather a continuous, iterative process throughout product lifecycles
Staging periodic ethical reviews at each phase (conception, prototyping, testing, release, updates) enables identifying and resolving emerging ethical risks
Metrics and KPIs for assessing VR/AR ethical alignment should balance quantitative (value-sensitive requirements tests) and qualitative (user interviews) inputs
Governance and regulation
Overseeing responsible development of VR/AR requires multi-layered governance spanning industry self-regulation, government policy, and international coordination
Regulatory challenges include keeping pace with rapid VR/AR technological change, consistency across jurisdictions, and enforcing controls on decentralized creation and use
Effective VR/AR governance requires striking balances between promoting innovation vs. safety and corporate vs. government vs. individual responsibilities
Industry self-regulation efforts
VR/AR industry consortia and trade groups are developing self-regulatory initiatives around shared ethical principles, best practices, and content rating systems
Individual VR/AR companies institute their own internal ethical review boards, developer guidelines, and content moderation processes to address responsibility gaps
Limitations of self-regulation include misaligned incentives, lack of transparency/accountability, and inconsistency that allows bad actors to exploit weak links
Government oversight and laws
Governments are exploring legal and regulatory frameworks to oversee VR/AR development, from extending existing laws (privacy, copyright) to creating new VR/AR-specific rules
Oversight mechanisms range from mandatory human rights impact assessments for VR/AR companies to regulatory sandboxes for controlled live-testing of new immersive products/features
Challenges include avoiding patchworks of conflicting laws across states/countries, preserving speech rights and creativity, and adapting rules to evolving technologies
International cooperation and standards
Transnational governance institutions (UN, OECD, IEEE) are developing international ethical standards and principles for responsible stewardship of VR/AR technologies
Harmonizing VR/AR standards and regulations across countries is important for supporting global innovation while providing consistent user protections worldwide
Multi-stakeholder initiatives bringing together governments, industry, academia, and civil society can help forge international consensus and coordinate enforcement efforts