Overview
My research examines the ethics and aesthetics of videogames, virtual reality, social media, and dating apps. I'm generally interested in how things that aren't real (virtual events, fictional characters, fake identities) can affect us psychologically as if they were.
AI and Virtual Reality
My research explains how AI-generated sexual images and assault in virtual reality cause severe harm even though victims know they are ‘not real’. I have written academic and public-facing articles on this topic, given public talks, and been interviewed by newspapers and podcasts.
I have also written an academic article on how our experience of virtual and augmented reality differs from other images, and contributed to a University of Glasgow policy whitepaper on augmented reality.
I have also written an academic article on how our experience of virtual and augmented reality differs from other images, and contributed to a University of Glasgow policy whitepaper on augmented reality.
Romantic and Online Misrepresentation
I am currently researching the ethics of misrepresentation in romance and online dating. I am interested in:
- when romantic misrepresentation is blameworthy or innocent
- which information we need to disclose to potential romantic partners
- whether various AI dating tools enhance or undermine authenticity
Videogames
I wrote a short introduction to the philosophy of videogames, from which I produced an animated video.
In an academic article, I examined the aesthetics of branching narratives within interactive fiction. In another article, I offered an explanation of imaginative contagion, where attitudes from role-play in virtual reality, videogames, and theatre persist afterwards.
I am currently writing an article with Nele van de Mosselaer about the recent genre of "knowledge-based" videogames (e.g. TUNIC, Outer Wilds), and their aesthetic value. We wrote about this for the APA blog.
I recently reviewed Christopher Bartel's book, Aesthetics and Video Games.
In an academic article, I examined the aesthetics of branching narratives within interactive fiction. In another article, I offered an explanation of imaginative contagion, where attitudes from role-play in virtual reality, videogames, and theatre persist afterwards.
I am currently writing an article with Nele van de Mosselaer about the recent genre of "knowledge-based" videogames (e.g. TUNIC, Outer Wilds), and their aesthetic value. We wrote about this for the APA blog.
I recently reviewed Christopher Bartel's book, Aesthetics and Video Games.
Fiction and Imagination
I have argued that extracts from literary fiction can make better philosophical examples than real cases or thought experiments. [academic article]
I have also argued against the view that fictional characters and false scientific posits exist as abstract objects. [academic article]
I have also argued against the view that fictional characters and false scientific posits exist as abstract objects. [academic article]