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    LoyalLoyalJusticeJustice
    Made withinDC&Austin
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    Home/Original/inverse
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    Inverse View

    It is not the case that Virtual reality and game-like experiences can be intentionally designed to positively influence viewers' moral attitudes toward contested social issues.

    ?Set your confidence on the premises below to see your aggregate.

    Reasons For

    2 perspectives
    Reason for 1 of 2
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    • 1.Simulation of morally charged experiences risks what Baudrillard calls 'hyperreality,' where mediated encounters replace rather than illuminate genuine moral understanding.
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    • 2.Attitudes measured immediately after emotionally immersive experiences reflect affective contagion, not durable moral belief revision, as Haidt's social intuitionist model predicts.
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    • 3.Conflating short-term sympathetic feeling with positively influenced moral attitude commits a category error between emotion and reasoned normative commitment.
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    Reason for 2 of 2
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    • 1.Aristotle's account of moral habituation requires repeated real-world action and practical wisdom, neither of which designed virtual experiences can reliably produce.
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    • 2.A medium intentionally engineered to produce a specific moral conclusion on a contested issue functions as propaganda, which Mill's harm principle distinguishes sharply from genuine moral persuasion.
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    Reasons Against

    1 perspective
    Reason against
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    • 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.
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