In his traditional work Anarchy, State and Utopia, Robert Nozick asked his readers to think of being completely plugged into a ‘device that would offer you any experience you wanted’. He hypothesized that, in spite of the numerous apparent tourist attractions of such a possibility, many people would pick versus passing the rest of their lives under the impact of this type of creation. Nozick idea (and numerous have actually because concurred) that this easy idea experiment had extensive ramifications for how we consider principles, political justice, and the significance of innovation in our daily lives.
Nozick’s argument was made in 1974, about a years prior to the computer transformation in Europe and North America. Since then, chances for the people of industrialized societies to experience virtual worlds and simulated environments have actually increased to a level that no theorist might have forecasted. The authors in this volume re-examine the benefits of Nozick’s argument, and utilize it as a leaping–off point for the philosophical evaluation of subsequent advancements in culture and innovation, consisting of a range of experience-changing cybernetic innovations such as video game, social networks networks, HCI gadgets, and neuro-prostheses.