Ethics of Mixed Reality Entertainment
Authors: Nisi, V., Nunes, N.J., Hargood, C., Da Milano, C. and Millard, D.
Journal: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume: 15192 LNCS
Pages: 296-304
eISSN: 1611-3349
ISSN: 0302-9743
DOI: 10.1007/978-3-031-74353-5_23
Abstract:Power dynamics, resources, urbanization, sociopolitical trends, cultural policies, audience diversity, digitization, and innovation deeply influence engagement in cultural production in Europe today. Cultural institutions increasingly adopt co-creation, cooperation, and collaboration to remain relevant, expanding their reach beyond traditional boundaries. Digital tools are critical in audience development, enhancing engagement and accessibility, and offering diverse perspectives. This workshop will explore the ethical implications of interactive locative entertainment, games, and social media within cultural heritage contexts. It aims to extend human-computer interaction (HCI) situational ethics to locative media and mixed reality gaming, addressing concerns such as physical trespass, cultural norms, and narrative integrity. Sponsored by the EU projects LogaCulture and BIG - Blockchain Innovation for Social Good, the workshop will foster discussions on ethical frameworks and innovative uses of emerging technologies. Participants will collaborate on developing ethical guidelines for mixed reality gaming and storytelling, with outcomes aimed at future iterations and broader dissemination in the cultural sector.
https://eprints.bournemouth.ac.uk/40638/
Source: Scopus