The following is a podcast of my Call of Cthulhu adventure “Finger Biter” being run by Thomas Raley.
In my previous essay, I discussed some possible motivations for groping in VR games, which is now a thing. The focus of what follows is on the matter of protecting gamers from such harassment on the new frontiers of gaming.
Since virtual groping is a paradigm of a first world problem, it might be objected that addressing it is a waste of time. After all, the objection can be made that resources that might be expended on combating virtual groping should be spent on addressing real groping After all, a real grope is far worse than a virtual grope—and virtual gropes can be avoided by simply remaining outside of the virtual worlds.
This sort of objection does have some merit. After all, it is sensible to address problems in order of their seriousness. To use an analogy, if a car is skidding out of control at the same time an awful song comes on the radio, then the driver should focus on getting the car back under control and not waste time on the radio. Unless, of course, it is “The Most Unwanted Song.”
The reasonable reply to this objection is that this is not a situation where it is one or the other, but not both. While time spent addressing virtual groping is time not spent on addressing real groping, addressing virtual groping does not preclude addressing real groping. Also, pushing this sort of objection can easily lead into absurdity: for anything a person is doing, there is almost certainly something else they could be doing that would have better moral consequences. For example, a person who spends time and money watching a movie could use that time and money to address a real problem, such as crime or drug addiction. But, as so often been argued, this would impose unreasonable expectations on people and would ultimately create more harm than good. As such, while I accept that real groping is worse than virtual groping, I am not failing morally by taking time to address the virtual rather than the real in this essay.
It could also be objected that there is no legitimate reason to be worried about virtual groping on the obvious grounds that it is virtual rather than real. After all, when people play video games, they routinely engage in virtual violence against each other—yet this is not seen as a special problem (although virtual violence does have its critics). Put roughly, if it is fine to shoot another player in a game (virtual killing) it should be equally fine to grope another player in a game. Neither the killing nor groping are real and hence should not be taken seriously.
This objection does have some merit, but can be countered by considering an analogy to sports. When people are competing in boxing or martial arts, they hit each other and this is accepted because it is the purpose of the sport. However, it is not acceptable for a competitor to start pawing away at their opponent’s groin in a sexual manner (and not just because of the no hitting below the belt rules of boxing). Punching is part of the sport, groping is not. The same holds for video games. If a person is playing a combat video game that pits players against each other, the expectation is that they will be subject to virtual violence. They know this and consent to it by playing, just as boxers know they will be punched and consent to it. But, unless the players know and consent to playing a groping game, using the game mechanics to virtually grope other players would not be acceptable—they did not agree to that game.
Another counter is that while the virtual groping is not as bad as real groping, it can still harm the target of the groping. To use an analogy, being verbally abused over game chat is not as bad as having a person physically present engaging in such abuse, but it is still unpleasant for the target. Virtual groping is a form of non-verbal harassment, intended to get a negative reaction from the target and to make the gaming experience unpleasant. There is also the fact that being the victim of such harassment can rob a player of the enjoyment of the game—which is the point of playing. While it is not as bad as groping a player in a real-world game (which would be sexual assault), it has an analogous effect on the player’s experience.
It could be replied that a player should just be tough and put up with the abuse. This reply lacks merit and is analogous to saying that people should just put up with being assaulted robbed or spit on. It is the reply of an abuser who wants to continue the abuse while shifting blame onto the target.
While players are in the wrong when they engage in virtual groping, there is the question of what gaming companies should do to protect their customers from such harassment. They do have a practical reason to address this concern—players will tend to avoid games where they are subject to harassment and abuse, thus costing the gaming company money. They also have a moral obligation, analogous to the obligation of those in the real world who host an event. For example, a casino that allowed players to grope others with impunity would be failing in its obligation to its customers; the same would seem to hold for a gaming company operating a VR game.
Companies do already operate various forms of reporting, although their enforcement tends to vary. Blizzard, for example, has policies about how players should treat each other in World of Warcraft. This same approach can and certainly will be applied to VR games that allow a broader range of harassment, such as virtual groping.
Because of factors such as controller limitations, most video games do not have the mechanics that would allow much in the way of groping—although some players do work very hard trying to make that happen. While non-VR video games could certainly support things like glove style controllers that would allow groping, VR games are far more likely to support controllers that would allow players to engage in virtual groping behavior (something that has, as noted above, already occurred).
Eliminating such controller options would help prevent VR groping, but at the cost of taking away a rather interesting and useful aspect of VR controller systems. As such, this is not a very viable option. A better approach would be to put in the software limits on how players can interact with the virtual bodies of other players. While some might suggest a punitive system for when one player’s virtual hands (or groin) contacting another player’s virtual naught bits, the obvious problem is that wily gamers would exploit this. For example, if a virtual hand contacting a virtual groin caused the character damage or filed an automatic report, then some players would be trying their best to get their virtual groins in contact with other players’ virtual hands. As such, this would be a bad idea.
A better, but less than ideal system, would be to have a personal space zone around each player’s VR body to keep other players at a distance. The challenge would be working this effectively into the game mechanics, especially for such things as hand-to-hand combat. It might also be possible to have the software recognize and prevent harassing behavior. So, for example, a player could virtually punch another player, but not make grabbing motions on the target’s groin.
It should be noted that these concerns are about contexts in which players do not want to be groped; I have no moral objection to VR applications that allow consensual groping—which, I infer, will be very popular.
On the positive side, online gaming allows interaction with gamers all over the world. On the negative side, some gamers are horrible. While I have been a gamer since the days of Pong, one of my early introductions to “the horrible” was on Xbox live. In a moment of deranged optimism, I hoped that chat would allow me to plan strategy with my team members and perhaps make new gamer friends. While this did sometimes happen, the dominate experience was an unrelenting spew of insults and threats between gamers. I solved this problem by clipping the wire on a damaged Xbox headset and sticking the audio plug into my controller—the spew continued, but had nowhere to go.
There is an iron law of technology that any technology that can be misused will be misused. There are also specific laws that fall under this general law. One is the iron law of gaming harassment: any gaming medium that allows harassment will be used to harass. While there have been many failed attempts at virtual reality gaming, it seems that it might become the new gaming medium. In any case, harassment in online VR games is already a thing. Just as VR is supposed to add a new level to gaming, it also adds a new level to harassment—such as virtual groping. This is an escalation over the harassment options available in most games. Non VR games are typical limited to verbal harassment and some action harassment, such as the classic tea bagging. For those not familiar with this practice, it is when one player causes their character to rapidly repeat crouch on top of a dead character. The idea is that the players is repeatedly slapping their virtual testicles against the virtual corpse of a foe. This presumably demonstrates contempt for the opponent and dominance on the part of the bagger. As might be imagined, this act speaks clearly about a player’s mental and moral status.
Being a gamer and a philosopher, I do wonder a bit about the motivations of those that engage in harassment and how their motivation impacts the ethics of their behavior. While I will not offer a detailed definition of harassment, the basic idea is that it requires sustained abuse. This is to distinguish it from a quick expression of anger.
In some cases, harassment seems to be motivated primarily by the enjoyment the harasser gets from getting a response from their target. The harasser is not operating from a specific value system that leads them to attack certain people; they are equal opportunity in their attacks. Back when I listened to what other gamers said, it was easy to spot this sort of person—they would go after everyone and tailor their spew based on what they seemed to believe about the target’s identity. As an example, if the harasser though their target was African-American, they would spew racist comments. As another example, if the target was the then exceedingly rare female gamer, they would spew sexist remarks. As a third example, if the target was believed to be a white guy, the attack would usually involve comments about the guy’s mother or assertions that the target is homosexual.
While the above focuses on what a person says, the discussion also applies to the virtual actions in the game. As noted above, some gamers engage in tea-bagging because that is the worst gesture they can make in the game. In games that allow more elaborate interaction, the behavior will tend to be analogous to groping in the real world. This is because such behavior is the most offensive behavior possible in the game and thus will create the strongest reaction.
While a person who enjoys inflicting this sort of abuse does have some moral problems, they are probably selecting their approach based on what they think will most hurt the target rather than based on a commitment to sexism, racism or other such value systems. To use an obvious analogy, think of a politician who is not particularly racist but is willing to use this language in order to sway a target audience.
There are also those who engage in such harassment as a matter of ideology and values. While their behavior is often indistinguishable from those who engage in attacks of opportunity, their motivation is based on a hatred of specific types of people. While they might enjoy the reaction of their target, that is not their main objective. Rather, the objectives are to express their views and attack the target of their hate because of that hate. Put another way, they are sincere racists or sexists in that it matters to them who they attack. To use the analogy to a politician, they are like a demagogue who truly believes in their own hate speech.
In terms of virtual behavior, such as groping, these people are not just using groping as a tool to get a reaction. It is an attack to express their views about their target based on their hatred and contempt. The groping might also not merely be a means to an end, but a goal in itself—the groping has its own value to them.
While both sorts of harassers are morally wrong, it is an interesting question as to which is worse. It could be argued that the commitment to evil of the sincere harasser (the true racist or sexist) make them worse than the opportunist. After all, the opportunist is not committed to evil views, they just use their tools for their amusement. In contrast, the sincere harasser not only uses the tools, but believes in their actions and truly hates their target. That is, they are evil for real.
While this is very appealing, it is worth considering that the sincere harasser has the virtue of honesty; their expression of hatred is not a deceit. To go back to the politician analogy, they are like the politician who truly believes in their professed ideology—their evil does have the tiny sparkle of the virtue of honesty.
In contrast, the opportunist is dishonest in their attacks and thus compound their other vices with that of dishonesty. To use the politician analogy, they are like the Machiavellian manipulator who has no qualms about using hate to achieve their ends.
While the moral distinctions between the types of harassers is important, they generally do not matter to their targets. After all, what matters to (for example) a female gamer who is being virtually groped while trying to enjoy a VR game is not the true motivation of the groper, but the groping. Thus, from the perspective of the target, the harasser of opportunity and the sincere harasser are on equally bad moral footing—they are both morally wrong. In the next essay, the discussion will turn to the obligations of gaming companies in regards to protecting gamers from harassment.
In philosophy skepticism is the view that we lack knowledge. There are numerous varieties of skepticism and these are defined by the extent of the doubt endorsed by the skeptic. A relatively mild case of skepticism might involve doubts about metaphysical claims while a truly rabid skeptic would doubt everything—including her own existence.
While many philosophers have attempted to defeat the dragon of skepticism, all of these attempts seem to have failed. This is hardly surprising—skepticism seems to be unbreakable. The arguments for this have an ancient pedigree and can be distilled down to two simple arguments.
The first goes after the possibility of justifying a belief and thus attacks the standard view that knowledge requires a belief that is true and justified. If a standard of justification is presented, then there is the question of what justifies that standard. If a justification is offered, then the same question can be raised into infinity. And beyond. If no justification is offered, then there is no reason to accept the standard.
A second stock argument for skepticism is that any reasonable argument given in support of knowledge can be countered by an equally reasonable argument against knowledge. Some folks, such as the famous philosopher Chisholm, have contended that it is completely fair to assume that we do have knowledge and begin epistemology from that point. However, this seems to have all the merit of grabbing the first place trophy without actually competing.
Like all sane philosophers, I tend to follow David Hume in my everyday life: my skepticism is nowhere to be seen when I am filling out my taxes, sitting in brain numbing committee meeting, or having a tooth drilled. However, like a useless friend, it shows up again when it is no longer needed. As such, it would be nice if skepticism could be defeated or a least rendered irrelevant.
John Locke took a rather interesting approach to skepticism. While, like Descartes, he seemed to want to find certainty, he settled for a practical approach to the matter. After acknowledging that our faculties cannot provide certainty, he asserted that what matters to us is the ability of our faculties to aid us in our preservation and wellbeing.
Jokingly, he challenges “the dreamer” to put his hand into a furnace—this would, he claims, wake him “to a certainty greater than he could wish.” More seriously, Locke contends that our concern is not with achieving epistemic certainty. Rather, what matters is our happiness and misery. While Locke can be accused of taking an easy out rather than engaging the skeptic in a battle of certainty or death, his approach is certainly appealing. Since I happened to think through this essay while running with an injured back, I will use that to illustrate my view on this matter.
When I set out to run, my back began hurting immediately. While I could not be certain that I had a body containing a spine and nerves, no amount of skeptical doubt could make the pain go away—in regards to the pain, it did not matter whether I really had a back or not. That is, in terms of the pain it did not matter whether I was a pained brain in a vat or a pained brain in a runner on the road. In either scenario, I would be in pain and that is what really mattered to me.
As I ran, it seemed that I was covering distance in a three-dimensional world. Since I live in Florida (or what seems to be Florida) I was soon feeling quite warm and had that Florida feel of sticky sweat. I could eventually feel my thirst and some fatigue. Once more, it did not seem to really matter if this was real—whether I was really bathed in sweat or a brain bathed in some sort of nutrient fluid, the run was the same to me. As I ran, I took pains to avoid cars, trees and debris. While I did not know if they were real, I have experience what it is like to be hit by a car (or as if I was hit by a car) and also experience involving falling (or the appearance of falling). In terms of navigating through my run, it did not matter at all whether it was real or not. If I knew for sure that my run was really real for real that would not change the run. If I somehow knew it was all an illusion that I could never escape, I would still run for the sake of the experience of running.
This, of course, might seem a bit odd. After all, when the hero of a story or movie finds out that she is in a virtual reality what usually follows is disillusionment and despair. However, my attitude has been shaped by years of gaming—both tabletop (BattleTech, Dungeons & Dragons, Pathfinder, Call of Cthulhu, and so many more) and video (Zork, Doom, Starcraft, Warcraft, Destiny, Halo, and many more). When I am pretending to be a paladin, the Master Chief, or a Guardian, I know I am doing something that is not really real for real. However, the game can be pleasant and enjoyable or unpleasant and awful. This enjoyment or suffering is just as real as enjoyment or suffering caused by what is supposed to be really real for real—though I believe it is but a game.
If I somehow knew that I was trapped in an inescapable virtual reality, then I would simply keep playing the game—that is what I do. Plus, it would get boring and awful if I stopped playing. If I somehow knew that I was in the really real world for real, I would keep doing what I am doing. Since I might be trapped in just such a virtual reality or I might not, the sensible thing to do is keep playing as if it is really real for real. After all, that is the most sensible option in every case. As such, the reality or lack thereof of the world I think I occupy does not matter at all. The play, as they say, is the thing.
“The unquantified life is not worth living.”
While the idea of quantifying one’s life is an old idea, one growing tech trend is the use of devices and apps to quantify the self. As a runner, I started quantifying my running life back in 1987—that is when I started keeping a daily running log. Back then, the smartest wearable was probably a Casio calculator watch, so I kept all my records on paper. In fact, I still do—as a matter of tradition.
I use my running log to track my distance, running route, time, conditions, how I felt during the run, the number of time I have run in the shoes and other data I feel like noting at the time. I also keep a race log and a log of my yearly mileage. So, like Ben Franklin, I was quantifying before it became cool. Like Ben, I have found this rather useful—looking at my records allows me to form hypotheses regarding what factors contribute to injury (high mileage, hill work and lots of racing) and what results in better race times (rest and speed work). As such, I am sold on the value of quantification—at least in running.
In addition to my ORD (Obsessive Running/Racing Disorder) I am also a nerdcore gamer—I started with the original D&D basic set and still have shelves (and now hard drive space) devoted to games. In the sort of games I play the most, such as Pathfinder, Call of Cthulu and World of Warcraft the characters are fully quantified. That is, the character is a set of stats such as strength, constitution, dexterity, hit points, and sanity. Such games also feature sets of rules for the effects of the numbers as well as clear optimization paths. Given this background in gaming, it is not surprising that I see the quantified self as an attempt by a person to create, in effect, a character sheet for herself. That is, to see all her stats and to look for ways to optimize this character that is a model of the self. As such, I get the appeal. Naturally, as a philosopher I do have some concerns about the quantified self and how that relates to the qualities of life—but that is a matter for another time. For now, I will focus on a brief critical look at the quantified self.
Two obvious concerns about the quantified data regarding the self (or whatever is being measured) are questions regarding the accuracy of the data and questions regarding the usefulness of the data. To use an obvious example about accuracy, there is the question of how well a wearable really measures sleep. In regards to usefulness, I wonder what I would garner from knowing how long I chew my food or the frequency of my urination.
The accuracy of the data is primarily a technical or engineering problem. As such, accuracy problems can be addressed with improvements in the hardware and software. Of course, until the data is known to be reasonably accurate, then it should be regarded with due skepticism.
The usefulness of the data is partially a subjective matter. That is, what counts as useful data will vary from person to person based on their needs and goals. For example, knowing how many steps I have taken at work is probably not useful data for me—since I run about 60 miles per week, that little amount of walking is most likely insignificant in regards to my fitness. However, someone who has no other exercise might find such data very useful. As might be suspected, it is easy to be buried under an avalanche of data and a serious challenge for anyone who wants to make use of the slew of apps and devices is to sort out the data that would actually be useful from the thousands or millions of data bits that would not be useful.
Another area of obvious concern is the reasoning applied to the data. Some devices and apps supply raw data, such as miles run or average heartrate. Others purport to offer an analysis of the data—that is, to engage in automated reasoning regarding the data. In any case, the user will need to engage in some form of reasoning to use the data.
In philosophy, the two main basic tools in regards to personal causal reasoning are derived from Mill’s classic methods. One method is commonly known as the method of agreement (or common thread reasoning). Using this method involves considering an effect (such as poor sleep or a knee injury) that has occurred multiple times (at least twice). The basic idea is to consider the factor or factors that are present each time the effect occurs and to sort through them to find the likely cause (or causes). For example, a runner might find that all her knee issues follow times when she takes up extensive hill work, thus suggesting the hill work as a causal factor.
The second method is commonly known as the method of difference. Using this method requires at least two situations: one in which the effect in question has occurred and one in which it has not. The reasoning process involves considering the differences between the two situations and sorting out which factor (or factors) is the likely cause. For example, a runner might find that when he does well in a race, he always gets plenty of rest the week before. When he does poorly, he is always poorly rested due to lack of sleep. This would indicate that there is a connection between the rest and race performance.
There are, of course, many classic causal fallacies that serve as traps for such reasoning. One of the best known is post hoc, ergo propter hoc (after this, therefore because of this). This fallacy occurs when it is inferred that A causes B simply because A is followed by B. For example, a person might note that her device showed that she walked more stairs during the week before doing well at a 5K and simply infer that walking more stairs caused her to run better. There could be a connection, but it would take more evidence to support that conclusion.
Other causal reasoning errors include the aptly named ignoring a common cause (thinking that A must cause B without considering that A and B might both be the effects of C), ignoring the possibility of coincidence (thinking A causes B without considering that it is merely coincidence) and reversing causation (taking A to cause B without considering that B might have caused A). There are, of course, the various sayings that warn about poor causal thinking, such as “correlation is not causation” and these tend to correlate with named errors in causal reasoning.
People obviously vary in their ability to engage in causal reasoning and this would also apply to the design of the various apps and devices that purport to inform their users about the data they gather. Obviously, the better a person is at philosophical (in this case causal) reasoning, the better she will be able to use the data.
The takeaway, then, is that there are at least three important considerations regarding the quantification of the self in regards to the data. These are the accuracy of the data, the usefulness of the data, and the quality of the reasoning (be it automated or done by the person) applied to the data.