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Cyberneuroethics • 139
hardships of real life. It is what gives real human beings real value. This means
that, in some circumstances, the ethical appropriateness of escaping reality
may be dependent on a number of factors and situations. For instance, the
experiences of a person in the imaginary world may have a real impact on the
real person. This can have both positive and negative aspects. If a person is
violent in the imaginary world, this may enable him or her to calm down in
the real world; however, the reverse may also be true.
Generally, any violence in the imaginary world may not have any real
consequences with respect to responsibility in the real world. But it can
also numb the sense of violence in the real world. The more the imaginary
world seems real, the more dangerous this world may become. Maybe this is
because individuals may no longer be able to discern between the imaginary
and the real.
For a little boy to kill imaginary enemies may be inoffensive as long as the
imaginary element of this game is quite strong
– fictitious films, literature and
video games can all be violent. But when real decisions are made (instead of
being passive as in the cinema) relating to violent actions that seem very real,
this could have a negative psychological impact on an individual. Indeed,
the difference between ‘active real’ and ‘active game’ may become blurred for
some individuals.
Research has confirmed that playing some violent video games is associ-
ated with changes in the behaviour of some users. The report by the 2015
American Psychological Association Task Force on Violent Media indicated
that: ‘The research demonstrates a consistent relation between violent video
game use and increases in aggressive behaviour, aggressive cognitions and
aggressive affect, and decreases in prosocial behavior, empathy and sensitivity
to aggression.’161
However, there is insufficient evidence as to whether this then leads to
criminal violence or delinquency. As the Task Force chair, the American
psychologist Mark Appelbaum, explained: ‘Scientists have investigated the
use of violent video games for more than two decades but, to date, there is
very limited research addressing whether violent video games cause people to
commit acts of criminal violence.’162
The report suggested that playing such games may just be one of a number
of factors involved in turning someone into an aggressive or violent person,
stating that: ‘No single risk factor consistently leads a person to act aggres-
sively or violently.’ Adding: ‘Rather, it is the accumulation of risk factors that
tends to lead to aggressive or violent behaviour. The research reviewed here
demonstrates violent video game use is one such risk factor.’163
In this context, the effects on a player experiencing violent, imaginary
and very realistic settings could be similar to those experienced by soldiers
coming back from a combat zone in which they have seen real (and not
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Cyborg Mind
What Brain–Computer and Mind–Cyberspace Interfaces Mean for Cyberneuroethics
- Title
- Cyborg Mind
- Subtitle
- What Brain–Computer and Mind–Cyberspace Interfaces Mean for Cyberneuroethics
- Author
- Calum MacKellar
- Publisher
- Berghahn Books
- Date
- 2019
- Language
- English
- License
- CC BY-NC-ND 4.0
- ISBN
- 978-1-78920-015-7
- Size
- 15.2 x 22.9 cm
- Pages
- 264
- Keywords
- Singularity, Transhumanism, Body modification, Bioethics
- Category
- Technik
Table of contents
- Chapter 1. Why Use the Term ‘Cyberneuroethics’? 9
- Chapter 2. Popular Understanding of Neuronal Interfaces 25
- Chapter 3. Presentation of the Brain–Mind Interface 31
- Chapter 4. Neuronal Interface Systems 43
- Developments in Information Technology 44
- Developments in Understanding the Brain 45
- Developments in Neuronal Interfaces 46
- Procedures Involved in Neuronal Interfaces 47
- Output Neuronal Interface Systems: Reading the Brain and Mind 49
- Input Neuronal Interface Systems: Changing the Brain and Mind 57
- Feedback Systems of the Brain and Mind 67
- Ethical Issues Relating to the Technology of Neuronal Interfaces 84
- Chapter 5. Cyberneuroethics 99
- Chapter 6. Neuronal Interfaces and Policy 217
- New Cybercrimes 218
- Policy Concerns 223
- Conclusion 229
- Human Autonomy 232
- Resistance to Such a Development 234
- Risks of Neuronal Interfaces 234
- Appendix. Scottish Council on Human Bioethics Recommendations on
- Cyberneuroethics 239
- Glossary 244
- Index 251