Innocent Fun or 'Microslavery'?

In 2011, Ingmar Riedel-Kruse's bioengineering laboratory at Stanford University publicized an application that uses paramecia for what the researchers termed 'biotic games.' These games make use of living organisms, computer programs, and lab equipment to implement games like Pong, Pac-man, and socc...

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Publicado en:Hastings Center Report Vol. 44; no. 6; pp. 38 - 47
Autores principales: Harvey, Hayden, Havard, Molly, Magnus, David, Cho, Mildred K., Riedel‐Kruse, Ingmar H.
Formato: Artículo
Publicado: Wiley-Blackwell Nov2014
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Acceso en línea:Ver este registro en EBSCOhost
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        atl: Innocent Fun or 'Microslavery'?
      aug:
        au:
          Harvey, Hayden
          Havard, Molly
          Magnus, David
          Cho, Mildred K.
          Riedel‐Kruse, Ingmar H.
      su:
        Games
        Ethics
        Biological models
        Biomedical engineering
        Biotechnology
        Laboratory animals
      sug:
        subj:
          Games
          Ethics
          Research and Development in Biotechnology
          Hobby, Toy, and Game Stores
          Doll, Toy, and Game Manufacturing
          Toy and Hobby Goods and Supplies Merchant Wholesalers
          All Other Animal Production
          All other miscellaneous animal production
          Biological models
          Biomedical engineering
          Biotechnology
          Laboratory animals
      ab: In 2011, Ingmar Riedel-Kruse's bioengineering laboratory at Stanford University publicized an application that uses paramecia for what the researchers termed 'biotic games.' These games make use of living organisms, computer programs, and lab equipment to implement games like Pong, Pac-man, and soccer. Gamesand related activities are often considered nonserious or trivial, whereas life, biological systems, and science are treated very seriously in moral analysis and public perception. The manipulation of living matter frequently engenders at least some controversy in the marketplace of ideas, and using living things in games is no exception. Some of the objections lodged against biotic games have appeared in the ethics literature on similar topics; however, the addition of an entertainment element introduces some objections distinct from those about similar cases, as the online comments vividly illustrate. We aim to explore and address the objections in this paper, using the comments to organize and launch the discussion. In scientific work, there is typically a presumption of some prospect of translation and application of generated knowledge for public benefit. In the case of biotic games, these applications are not self-evident. Because of this, a serious analysis of the justifications, limitations, and features of biotic games is warranted. To this end, we outline key ethical limits that ought to be placed on these activities as well as the obligations that these activities generate for researchers, other professionals, and lay people who design, implement, use, and play them.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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