1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaper
DiGRA
It calls for reconsidering what rights mean for artificial life.
This paper, a DiGRA 2005 conference contribution by Juyun Kim, examines whether artificial life (A-life) and artificial intelligent robots raise genuine questions about rights and moral standing, using the popular simulation game The Sims as its primary case study. The central argument is that as machines become more socially interactive and emotionally expressive, the boundaries between human and machine, natural and artificial, become less fixed, and that this calls for a reconsideration of what rights mean. The author positions this as an emergent but underexplored area of educational inquiry, suggesting that games can serve as accessible spaces for moral reasoning about these questions.
The analysis draws on a review of philosophical and technological literature on A-life, autonomy, and cyborg theory, alongside qualitative examination of public discussion forums devoted to The Sims and the robotic pet AIBO. The forum evidence is central: players frequently describe deliberately cruel treatment of their Sims, such as drowning or confining them, while also expressing discomfort, guilt, and reluctance to harm characters representing family members or close friends. Research on AIBO users cited in the paper similarly found that people were attached to robotic pets yet seldom attributed moral standing to them. The author observes that the sophistication of The Sims 2, with its aging, memory, and relationship systems, appeared to intensify moral dilemmas among players.
The paper concludes that the perceived "life-likeness" of simulated characters, rather than any objective criterion, shapes whether players treat them as objects of moral concern, and that this familiarity is not a sound basis for moral judgment. The scope is primarily conceptual and qualitative rather than statistical, with no formal sample size or survey data reported; its evidentiary base is a small set of posts and secondary literature. Its principal contribution is to propose that social simulation games can prompt students and players to examine assumptions about rights and responsibilities toward machines.
Game Developers Conference · 2024