- School of Historical and Philosophical Studies - Research Publications
School of Historical and Philosophical Studies - Research Publications
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ItemRobot death care: A study of funerary practiceGould, H ; Arnold, M ; Kohn, T ; Nansen, B ; Gibbs, M (SAGE PUBLICATIONS INC, 2021-07)Across the globe, human experiences of death, dying, and grief are now shaped by digital technologies and, increasingly, by robotic technologies. This article explores how practices of care for the dead are transformed by the participation of non-human, mechanised agents. We ask what makes a particular robot engagement with death a breach or an affirmation of care for the dead by examining recent entanglements between humans, death, and robotics. In particular, we consider telepresence robots for remote attendance of funerals; semi-humanoid robots officiating in a religious capacity at memorial services; and the conduct of memorial services by robots, for robots. Using the activities of robots to ground our discussion, this article speaks to broader cultural anxieties emerging in an era of high-tech life and high-tech death, which involve tensions between human affect and technological effect, machinic work and artisanal work, humans and non-humans, and subjects and objects.
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ItemLudic Ethics: The Ethical Negotiations of Players in Online Multiplayer GamesSparrow, LA ; Gibbs, M ; Arnold, M (SAGE Publications, 2020-01-01)This study introduces the ludic ethics approach for understanding the moral deliberations of players of online multiplayer games. Informed by a constructivist paradigm that places players’ everyday ethical negotiations at the forefront of the analysis, this study utilises a novel set of game-related moral vignettes in a series of 20 in-depth interviews with players. Reflexive thematic analysis of these interviews produced four key themes by which participants considered the ethics of in-game actions: (1) game boundaries, (2) consequences for play, (3) player sensibilities, and (4) virtuality. These results support the conceptualisation of games as complex ethical sites in which players negotiate in-game ethics by referring extensively – although not exclusively – to a framework of ‘ludomorality’ that draws from the interpreted meanings associated with the ludic digital context.