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    Planned Parenthood's 2017 virtual reality experience, foc... — Carmelics
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    Supports→Virtual reality and game-like experiences can be intentionally designed to positively influence viewers' moral attitudes toward contested social issues.

    Planned Parenthood's 2017 virtual reality experience, focused on the experience of accessing abortion in America, positively influenced the way viewers felt about harassment directed at patients, providers, and health center staff.

    AestheticsBioethics
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    AestheticsBioethics

    Key Terms

    Abortion(as the central topic of the VR experience)
    A medical procedure that ends a pregnancy before the fetus can survive outside the womb.
    Attitude change (or influence on feelings)(as what the VR experience was measured as doing regarding viewers' feelings about harassment)
    When an experience or information causes someone to think or feel differently about something than they did before.
    Harassment(as the negative treatment that patients and staff experience)

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    Related propositions within the same area of thought.
    Repeated, unwanted behavior directed at someone that is meant to upset, intimidate, or hurt them.
    Planned Parenthood(as the organization that created the VR experience)
    A U.S. healthcare organization that provides reproductive health services, including contraception, cancer screenings, and abortion care.
    Virtual Reality (VR)(as the medium used by Planned Parenthood to create the experience)
    A computer-generated simulation that makes you feel like you're inside a different environment, usually experienced through a headset that covers your eyes and ears.

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    Consequentialism1 linked

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    Virtual reality and game-like experiences can be intentionally designed to posit...

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    Virtual reality and game-like experiences can be intentionally designe...73%Caring for a virtual agent can be beneficial to the human carer69%Selective abortion based on disability screening is morally problemati...65%Empirical evidence shows that caring for something, even a virtual age...64%

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    SEP: it-moral-values
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    The first moral impact one encounters when contemplating online games is the tendency for these games to portray violence, sexism, and sexual violence. There are many news stories that claim a cause and effect relationship between violence in computer games and real violence. The claim that violence in video games has a causal connection to actual violence has been strongly critiqued by the social scientist Christopher J. Ferguson (Ferguson 2007). However, Mark Coeckelbergh argues that since thi

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