Introduction
Virtual reality (VR) technology offers a wide range of applications in healthcare. The use of virtual reality to promote communication and social skills in children with autism spectrum disorder (ASD) is intriguing. Children with ASD may struggle with communication and conduct, as well as social deficits. Many studies have demonstrated that improving communication skills in children with ASD leads to “improvements in daily living and social skills, as well as a reduction in behavior issues linked to social interactions for children with ASD” (Park et al., 2022, p. 7). Additionally, it is evident that these kids suffer in social settings in a number of different ways. For instance, the youngster could struggle to establish eye contact sometimes, feel uncomfortable chatting with strangers, or have trouble addressing familiar faces.
Thus, virtual reality (VR) as an assistive technology aids children with ASD in practicing abilities in a more time-efficient, affordable, and scalable manner.
Virtual Reality (VR): Moral Problems and Concerns
Mental Health Risks
Numerous research has been conducted on the therapeutic uses of VR for managing pain, stopping smoking, and a variety of phobias and anxieties. Freitas et al. (2021) state that although VR therapies have so far produced some encouraging outcomes, it is unclear if they will eventually be more efficient than conventional therapy methods.
However, these potentially considerable advantages may be countered by much more serious mental health risks associated with VR. “Cybersickness” is a word developed to describe the emotions of nausea, weariness, dizziness, and physiological disorientation that many users suffer after a VR session (Wang et al., 2019). Aside from these bodily impacts, VR users frequently have severe psychological symptoms, such as lengthy trouble readjusting to the actual world, which might include the sensation that the real world isn’t real at all (Wang et al., 2019).
VR provides possible mental health problems since it gives the sense of embodiment and what has been referred to as consensual hallucinations. Many of the consequences of virtual reality immersion are similar to symptoms of depersonalization and derealization dissociative disorders (Wang et al., 2019). Those suffering from depersonalization exhibit indications of a lack of personal agency. Since personal agency and the sense of freedom and responsibility that it involves are vital to moral existence, the possibility of depersonalization posed by the widespread usage of VR poses a huge potential ethical dilemma for VR technology (Wang et al., 2019).
Privacy and Manipulation
We are all used to merchandisers monitoring and sharing our purchasing patterns in the era of the Internet. However, with VR technology, considerably more personal information will be captured, such as patterns of eye movement and reflexes, which collectively comprise a person’s unique “kinematic fingerprint” thus jeopardizing personal privacy.
The recent acquisition of Oculus VR by Facebook suggests that VR and social media (VRSN) will eventually merge, creating a new category of privacy hazards. Unlike traditional VR, where users can take on any avatar personality they like, hiding their true identity, VRSN users will be obliged to present themselves. VRSN firms will almost definitely have a marketing incentive to encourage this, since more personal information may be mined and sold (De Guzman et al., 2019).
Virtual Reality (VR): Moral Guidelines
Moral Guidelines
A Standardized Rating System for VR Technologies
To date, no game-rating organizations, such as the BBFC or USX, have assigned specific classifications to VR goods. To restrict users’ behavior in virtual settings, VR companies use strict terms of service agreements, and Oculus includes a safety warning with each headset worn. More VR manufacturers are anticipated to follow suit in order to further minimize their legal responsibilities when customers begin to bring lawsuits for physical and psychological harm caused by their equipment. However, industry leaders would be prudent to warn potential users more firmly and forcefully, even if it means somewhat fewer sales, by engaging game rating companies to categorize their goods.
Minimum Age Requirements for Some VR Technologies
In the event that the VR sector is unable to create its own rating system, a statutory requirement may be necessary. Regardless of whether this is done, a legal age limit for some VR programs may be necessary. There is a minimum age limit in the US for purchasing and using tobacco and alcohol goods. Similar legislation has been suggested for video games, although it hasn’t yet become law. A minimum age limit for the most violent, profane, or sexually explicit systems would be especially wise in the case of VR technology, where the hazards to the general public seem to be far higher than for video games.
Virtual Reality (VR): The Utilitarian Approach
Utilitarianism is a moral philosophy that advocates for activities that promote happiness and opposes actions that cause unhappiness. Utilitarianism seeks to do the most benefit for the largest number of people. Hence, Utilitarianism in the present case will consider the age of children suffering from ASD because they may have a long life ahead. Furthermore, treating autistic patients with VR brings joy and happiness to these children who are struggling with life. They are offered a chance to live a normal life and make an impact in society as a whole.
Virtual Reality (VR): The Egoist Approach
Egoism is an ethical perspective that seeks only value that is relevant to the self. This value system basically argues that it is desirable to be selfish and only consider what is beneficial to the self. The theory behind egoism is that if everyone acts only in their own best interests, the world will become a better and more relatable place to live. What is the best choice on the table than to get therapy? Even if patients are told of the ethical and moral concerns that come along with VR, they still won’t hesitate to take the opportunity, as it is the nature of egoism. All they consider to be moral is one confirming their self-respect.
Conclusion
Virtual reality technology has been beneficial, particularly to autistic children, in the development of communication and social skills. However, its implementation has brought about several moral concerns, for example, the issue of privacy and manipulation and potential mental health risks. However, the above does not justify its nullification given the advantages it brings to children, as evidenced by the utilitarian and egoist approaches. Moral guidelines should be put in place to guide its implementation.
References
De Guzman, J. A., Thilakarathna, K., & Seneviratne, A. (2019). Security and privacy approaches in mixed reality: A literature survey. ACM Computing Surveys (CSUR), 52(6), 1-37.
Freitas, J. R. S., Velosa, V. H. S., Abreu, L. T. N., Jardim, R. L., Santos, J. A. V., Peres, B., & Campos, P. F. (2021). Virtual reality exposure treatment in phobias: a systematic review. Psychiatric Quarterly, 92(4), 1685-1710. Web.
Park, M. N., Moulton, E. E., & Laugeson, E. A. (2022). Parent-assisted social skills training for children with autism spectrum disorder: PEERS for Preschoolers. Focus on Autism and Other Developmental Disabilities, 10883576221110158. Web.
Wang, Y., Chardonnet, J. R., & Merienne, F. (2019). VR sickness prediction for navigation in immersive virtual environments using a deep long short-term memory model. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 1874-1881). IEEE. Web.