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Ethics of augmented reality

vrarwiki.com · VR & AR Wiki

The ethics of augmented reality is the study of the moral and social questions raised by augmented reality (AR), technology that places computer-generated content over a person's view of the physical world. Because AR content is tied to real places and is seen by people moving through shared spaces, its ethical questions reach beyond the user: they involve bystanders who are recorded by a wearer's cameras, owners of the property where virtual content appears, the public whose streets and parks become venues for games and advertising, and the user's own perception of what is real. Researchers in computer ethics, security and human-computer interaction have discussed these issues since at least the early 2010s, and the 2013 debut of Google Glass and the 2016 launch of Pokémon Go turned several of them into public controversies and court cases.[1][2]

Common themes in the literature are privacy and bystander consent, deception and the manipulation of perception, physical safety and distraction, rights over the virtual layer attached to physical places, commercial exploitation, and unequal access. A 2022 article in IEEE Pervasive Computing grouped the issues into four dimensions: data and privacy, health and safety, illusion and belief, and rights and access.[1]

Reviewed 21 October 2026. Every citation re-opened (Regenbrecht and Roesner full texts, Neely, Wolf, Brinkman and Cox abstracts or full text, court records, news reports) and all dates, figures, quotes and attributions checked against them. About review dates.

Scope

Many of the ethical questions about AR overlap with those about virtual reality (VR), and several reviews and reports treat both under the heading of extended reality (XR).[3] The philosopher Erica L. Neely, and Mel Slater and colleagues, point to two features that set AR apart. First, AR content is anchored to particular locations, so it raises questions of property, public space and local regulation that a fully virtual world does not. Second, AR mixes real and virtual input in a single view, which can make it harder for the user to tell them apart.[2][4] Marty J. Wolf, Frances S. Grodzinsky and Keith W. Miller, who wrote a series of papers on "augmented visual field devices", one of them prompted by Microsoft's announcement of Microsoft HoloLens and a Magic Leap patent application for projecting light onto the wearer's retina, described this as a question of "ownership of the space between an object and someone's eyes".[5]

Health effects shared with head-mounted VR, such as cybersickness, are covered in Health effects of virtual reality; abuse between users in shared virtual spaces is covered in Harassment in virtual reality.

Privacy and bystanders

AR devices depend on cameras, microphones, location sensors and other inputs that run continuously. In a 2014 article in Communications of the ACM, Franziska Roesner, Tadayoshi Kohno and David Molnar listed "bystander privacy" among the main security and privacy challenges of AR. They argued that always-on cameras create a risk for people near the wearer, that bystanders should be able to opt out of other people's recordings or be anonymized (for example by blurring), and that AR users may need ways to prove to skeptical bystanders that such safeguards are in place. They also noted that applications are likely to need long-term access to sensor data, which makes the permission prompts used on smartphones a poor fit.[6]

These concerns became public with Google Glass. In March 2013, before Glass was on sale to the public, the 5 Point Cafe in Seattle announced a ban on the device; its owner, Dave Meinert, said the bar did not allow people to film or photograph others without consent and that part of the announcement was a joke aimed at getting a reaction.[7] In February 2014 Google published etiquette guidance for its Glass Explorers. Its list of "don'ts" included "Be creepy or rude (aka, a 'Glasshole')", and it told wearers to ask permission before taking photos or videos of other people and to follow the same rules as phones in places where cameras are not allowed.[8] Regenbrecht, Zwanenburg and Langlotz describe the reaction to Glass as the episode that "demonstrated that AR raised new ethical issues", while noting that Glass may not count as AR under common definitions; the problem was its camera.[1]

Deception, consent and trust

Wolf, Grodzinsky and Miller analyzed AR through the notions of deception, autonomy, informed consent, ownership, trust and identity. They concluded that interactions among developers, users and non-users through these devices "raise questions regarding autonomy" and that developers should build "a natural and easy to use informed consent system" into AR devices.[5][9]

Roesner and colleagues described "deception attacks", in which a malicious application could overlay an incorrect speed limit on a real sign, place a fake sign where none exists, or give a false translation of foreign-language text. They argued that such output attacks are more serious in immersive AR than on desktop or handheld computers because it is harder for users to tell virtual from real feedback, and they called for a "trusted path" that lets the user return to an unaugmented view, comparable to Ctrl-Alt-Del on Windows.[6]

In a 2020 opinion article on the ethics of realism, Mel Slater and colleagues wrote that AR systems "create a paradox of visually validated truth", mixing what is real with what is only possible. They noted that AR could be used to persuade someone that a character is virtual when it is a real person, and they proposed conventions such as giving virtual characters a halo so that people can always tell they are not real.[4]

Property rights and augmented space

Who may augment a place

In Ethics and Information Technology, Neely asked who has the right to augment a particular physical space. She distinguished public from private spaces, and a "unified sphere of augmentation" (one shared layer) from many competing apps. In her analysis, private property under a unified sphere is "akin to physical property", so owners may augment it and stop others from doing so. With competing apps it is less clear that owners have a general right to block augmentations that do not interfere with their use of the property, and she raised hard cases such as a daycare augmented with explicit sexual or violent images. Competing apps in public spaces work "like different guidebooks" and are mostly ethical, while a unified public layer could be treated like public speech, like graffiti, or most likely as some of each.[2]

Bo Brinkman's 2014 chapter on pervasive AR used AR advertising as a case study in property rights and local government, alongside a case on AR as an extension of the home and privacy.[10] Regenbrecht and colleagues noted that property owners' legal rights do not explicitly extend to virtual space, so commercial or political actors could place virtual billboards on private property, and they suggested that city councils might need to restrict overlays in public places, similar to geofencing for drones.[1] Mark A. Lemley and Eugene Volokh's 2018 article in the University of Pennsylvania Law Review examined how criminal law, tort law and privacy law might apply to VR and AR.[11]

Pokémon Go and private property

After Pokémon Go launched in July 2016, players gathered at locations the game designated as PokéStops and gyms. In July 2016 the United States Holocaust Memorial Museum and Arlington National Cemetery asked visitors not to play the game on their grounds. The museum asked players to be "respectful of our role as a memorial", and the cemetery said playing such games there "would not be deemed appropriate".[12]

Property owners filed a class action against Niantic in the Northern District of California later that month (In re Pokemon Go Nuisance Litigation, No. 3:16-cv-04300).[13] The plaintiffs alleged that the game "effectively transformed those properties into scavenger hunt grounds" and encouraged players to trespass. Under a settlement reached on 14 February 2019, Niantic, which denied wrongdoing, agreed to let owners request the removal of PokéStops and gyms within 40 meters of their property, to resolve 95 percent of complaints within 15 days each year, to keep a complaint database to avoid placing new locations on single-family residential property, and to add in-game warnings urging players to be courteous and respectful of their surroundings.[14] The court ordered Niantic to pay US$4 million in attorneys' fees.[15]

Milwaukee County ordinance

Milwaukee County, Wisconsin, adopted a local rule aimed at location-based AR games. County supervisor Sheldon Wasserman proposed it after complaints about crowds of Pokémon Go players at Lake Park, and the ordinance, passed in February 2017, amended section 47.03 of the county code to require companies whose AR games were played in county parks to file a special-event application. Violations carried fines of US$10 to US$200.[16] Kotaku reported that the permit rules required insurance certificates covering US$1,000,000 in potential damages.[17]

Candy Lab, the developer of the AR poker game Texas Rope 'Em, sued the county in April 2017, arguing that the ordinance violated its free speech rights. On 20 July 2017 U.S. District Judge J. P. Stadtmueller of the Eastern District of Wisconsin granted a preliminary injunction (Candy Lab Inc. v. Milwaukee County, No. 17-CV-569-JPS).[18] He found the company likely to succeed on its claim that the ordinance violated the First Amendment on its face, writing that it "does not appear narrowly tailored to serve the interests it purports to promote" and that it treated game developers as if they were holding an "event" in a park.[16] In a settlement approved unanimously by a county panel in November 2017, the county agreed not to enforce the ordinance, making the injunction permanent, and to pay US$83,000 toward Candy Lab's attorneys' fees, an amount covered by the county's insurance; a final vote of the county board was scheduled for 14 December 2017.[19]

Virtual graffiti

In October 2017 Snapchat released geotagged AR versions of sculptures by Jeff Koons, including Balloon Dog in New York's Central Park. A day later the artist Sebastian Errazuriz and his studio CrossLab placed a graffiti-covered copy at the same coordinates as an "overnight protest", saying that a dialogue was needed "before our public AR virtual space is entirely dominated by brands". Snapchat did not respond to his submission, so he released the copy through his own free app, ARNYC.[20]

Safety and distraction

AR can draw attention away from the physical surroundings it overlays. The economists Mara Faccio and John J. McConnell used police accident reports from Tippecanoe County, Indiana, to study the release of Pokémon Go as a natural experiment. They found a disproportionate increase in crashes, vehicle damage, injuries and deaths near locations where the game could be played while driving, and estimated the county's incremental cost over the first 148 days at US$5.2 million to US$25.5 million; extrapolated nationwide, the figure was US$2.0 billion to US$7.3 billion.[21] The paper was published in the Journal of Risk and Insurance.[22]

Roesner, Kohno and Molnar also warned of "overload attacks", in which an application could flash bright lights, play loud sounds or deliver intense haptic feedback to harm the user. They pointed to attacks on epilepsy forums that posted flashing animations, and noted that future AR hardware such as contact lenses or implants, or AR windshields already offered by some carmakers, may be hard for users to remove or evade.[6] A 2023 USENIX Security study by Kaiming Cheng, Jeffery F. Tian, Kohno and Roesner tested three "perceptual manipulation attacks" against visual perception, auditory perception and situational awareness with 21 participants in mixed reality. Some effects of the attacks carried over into later tasks performed without any attack, and some defensive strategies the participants adopted backfired.[23]

Regenbrecht and colleagues identified perceptual distraction and blind spots, ergonomics, and the long-term effects of AR exposure as the main health and safety concerns for AR worn all day. They noted that knowledge of near-eye display risks comes from short experiments that do not reflect long-term use, and that the "looking down" problem of mobile AR is already a safety issue.[1]

Manipulation and advertising

Slater and colleagues described a possible future in which AR brings constant persuasion, with virtual characters approaching people to sell products, and in which people might not know they are being persuaded or might have to pay to stop it.[4] Regenbrecht and colleagues argued that as overlays become more pervasive and more relevant to a situation, they become more effective at shaping knowledge, beliefs and attitudes. This is useful in therapy, education and entertainment, but they warned it can also lead to deception, manipulation and the reinforcement of incorrect or dangerous beliefs. They proposed "Breaking the Magician's Code": revealing visible and other sensory illusions, the logic linking actions to simulations, and the sources of information used to produce an illusion, and giving users control over how visible the virtual content is.[1]

The designer Keiichi Matsuda's 2016 short film Hyper-Reality, funded through Kickstarter and set in Medellín, Colombia, depicts a city saturated with AR games, search pop-ups and advertisements. Matsuda described it as an exploration of an "exciting but dangerous trajectory".[24]

Accessibility and equity

Regenbrecht and colleagues argued that pervasive AR could widen or narrow the digital divide across education, gender and ability, depending on who has access to the hardware, the operating infrastructure and the information displayed. They pointed to intentional disruption of access by governments, which had drawn condemnation from the United Nations Human Rights Council in 2016, and argued that access to augmented space could likewise be manipulated or restricted in ways that limit freedom of expression.[1]

The W3C Accessible Platform Architectures Working Group's XR Accessibility User Requirements, published as a Working Group Note on 25 August 2021, lists the needs of people with disabilities who use VR, AR and related technologies. They include multimodal input and output, alternatives to physical movement, captions and text alternatives, mono audio, and avoiding triggers for motion sickness, seizures and photosensitivity.[25] In March 2022 the IEEE Global Initiative on Ethics of Extended Reality published a report on XR ethics and diversity, inclusion and accessibility.[26]

Children

A systematization of knowledge by Supriya Khadka and Sanchari Das, posted in February 2026 and accepted to the Augmented Humans 2026 conference, reviewed 111 peer-reviewed studies of XR with children aged 3 to 8 and found that AR made up 73 percent of them, mostly on tablets or phones, while VR studies were fewer and usually used head-mounted displays. On a 0 to 2 scale of scholarly attention, pedagogy scored highest (1.56), privacy (mainly procedural consent) 1.04, medical and health issues 0.81, accessibility for disabilities 0.52, and data security practices lowest at 0.14.[27]

Frameworks and guidelines

A scoping review by Shereen Cox and colleagues in Open Research Europe analyzed 28 ethics frameworks, codes of conduct and best-practice documents for XR, including AR, published between 2000 and 2023; about 70 percent dated from 2020 to 2022. The most frequent principles were privacy, informed consent, responsibility, transparency and freedom. The review found most sources came from the United States and Europe, noted a lack of long-term research on effects, and recommended laws and guidelines, inclusive design, minimizing risk to research participants, empowering users, and responsible conduct in virtual spaces.[3]

The IEEE Global Initiative on Ethics of Extended Reality has published reports through the IEEE Standards Association, including Extended Reality (XR) and the Erosion of Anonymity and Privacy on 18 November 2021. That report builds on the "Extended Reality" chapter of IEEE's Ethically Aligned Design and aims to propose solutions, technologies and standards in future updates.[28][26] Researchers have also proposed specific design measures: a trusted path back to unaugmented reality and bystander opt-outs,[6] built-in informed consent,[5] labels that mark virtual characters and a stop button,[4] and user control over the visibility of virtual content.[1]

See also

References

  1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Holger Regenbrecht, Sander Zwanenburg, Tobias Langlotz (2022). "Pervasive Augmented Reality - Technology and Ethics". IEEE Pervasive Computing, vol. 21, no. 3, pp. 84-91. IEEE. doi:10.1109/MPRV.2022.3152993. https://doi.org/10.1109/MPRV.2022.3152993. Retrieved 2026-10-21.
  2. ↑ 2.0 2.1 2.2 Erica L. Neely (2019). "Augmented reality, augmented ethics: who has the right to augment a particular physical space?". Ethics and Information Technology, vol. 21, no. 1, pp. 11-18. Springer. doi:10.1007/s10676-018-9484-2. https://doi.org/10.1007/s10676-018-9484-2. Retrieved 2026-10-21.
  3. ↑ 3.0 3.1 Shereen Cox, Alina Kadlubsky, Ellen Svarverud, Jonathan Adams, Rigmor C. Baraas, Rosemarie D. L. C. Bernabe (2025-02-10). "A scoping review of the ethics frameworks describing issues related to the use of extended reality". Open Research Europe, vol. 4, article 74 (version 2). doi:10.12688/openreseurope.17283.2. https://doi.org/10.12688/openreseurope.17283.2. Retrieved 2026-10-21.
  4. ↑ 4.0 4.1 4.2 4.3 Mel Slater, Cristina Gonzalez-Liencres, Patrick Haggard, et al. (2020-03-03). "The Ethics of Realism in Virtual and Augmented Reality". Frontiers in Virtual Reality, vol. 1, article 1. Frontiers. doi:10.3389/frvir.2020.00001. https://doi.org/10.3389/frvir.2020.00001. Retrieved 2026-10-21.
  5. ↑ 5.0 5.1 5.2 Marty J. Wolf, Frances Grodzinsky, Keith Miller (2016). "Augmented reality all around us: power and perception at a crossroads". ACM SIGCAS Computers and Society, vol. 45, no. 3, pp. 126-131. ACM. doi:10.1145/2874239.2874257. https://doi.org/10.1145/2874239.2874257. Retrieved 2026-10-21.
  6. ↑ 6.0 6.1 6.2 6.3 Franziska Roesner, Tadayoshi Kohno, David Molnar (2014-04). "Security and privacy for augmented reality systems". Communications of the ACM, vol. 57, no. 4, pp. 88-96. ACM. doi:10.1145/2580723.2580730. https://doi.org/10.1145/2580723.2580730. Retrieved 2026-10-21.
  7. ↑ Todd Bishop (2013-03-09). "No Google Glasses allowed, declares dive bar". NBC News. https://www.nbcnews.com/tech/tech-news/no-google-glasses-allowed-declares-dive-bar-flna1c8781187. Retrieved 2026-10-21.
  8. ↑ "Google: don't be a 'Glasshole'". B&T. 2014-02-20. https://www.bandt.com.au/google-don-t-be-a-glasshole/. Retrieved 2026-10-21.
  9. ↑ Marty J. Wolf, Frances S. Grodzinsky, Keith W. Miller (2016). "There's something in your eye: ethical implications of augmented visual field devices". Journal of Information, Communication and Ethics in Society, vol. 14, no. 3, pp. 214-230. Emerald. doi:10.1108/JICES-10-2015-0035. https://doi.org/10.1108/JICES-10-2015-0035. Retrieved 2026-10-21.
  10. ↑ Bo Brinkman (2014). "Ethics and Pervasive Augmented Reality: Some Challenges and Approaches". Emerging Pervasive Information and Communication Technologies (PICT), Law, Governance and Technology Series, pp. 149-175. Springer Netherlands. doi:10.1007/978-94-007-6833-8_8. https://doi.org/10.1007/978-94-007-6833-8_8. Retrieved 2026-10-21.
  11. ↑ Mark A. Lemley, Eugene Volokh (2018). "Law, Virtual Reality, and Augmented Reality". University of Pennsylvania Law Review, vol. 166, no. 5. https://pennlawreview.com/2020/04/28/law-virtual-reality-and-augmented-reality/. Retrieved 2026-10-21.
  12. ↑ "US Holocaust Museum, Cemetery Ask People to Avoid Playing Pokemon Go". Voice of America. 2016-07-13. https://www.voanews.com/a/us-holocaust-musuem-cemetery-ask-people-to-avoid-playing-pokemon-go/3416264.html. Retrieved 2026-10-21.
  13. ↑ "In re Pokemon Go Nuisance Litigation, 3:16-cv-04300 (N.D. Cal.)". CourtListener. Free Law Project. https://www.courtlistener.com/docket/4183016/in-re-pokemon-go-nuisance-litigation/. Retrieved 2026-10-21.
  14. ↑ "Pokémon Go's Virtual Trespass Suit Reaches Settlement Agreement". NYU Journal of Intellectual Property & Entertainment Law. 2019-03-07. https://jipel.law.nyu.edu/pokemon-gos-virtual-trespass-suit-reaches-settlement-agreement/. Retrieved 2026-10-21.
  15. ↑ Monica Molouf (2019-09-14). "Trainer or Trespasser? As Pokémon Go Resurges in Popularity, Property Rights Come into Question". Richmond Journal of Law and Technology. https://jolt.richmond.edu/2019/09/14/trainer-or-trespasser-as-pokemon-go-resurges-in-popularity-property-rights-come-into-question. Retrieved 2026-10-21.
  16. ↑ 16.0 16.1 Emily Zantow (2017-07-21). "App Maker Defeats Milwaukee's 'Pokemon Go' Permit Law". Courthouse News Service. https://www.courthousenews.com/app-maker-defeats-milwaukees-pokemon-go-permit-law/. Retrieved 2026-10-21.
  17. ↑ Ethan Gach (2017-12-02). "Drama Around Milwaukee's Pokémon Go Ordinance Ends In $83,000 Settlement". Kotaku. https://kotaku.com/drama-around-milwaukees-pokemon-go-ordinance-ends-in-8-1820946157. Retrieved 2026-10-21.
  18. ↑ "Candy Lab Inc. v. Milwaukee County, No. 17-CV-569-JPS (E.D. Wis. July 20, 2017)". CourtListener. Free Law Project. https://www.courtlistener.com/opinion/7326731/candy-lab-inc-v-milwaukee-county/. Retrieved 2026-10-21.
  19. ↑ Ivan Moreno (2017-11-30). "Milwaukee County settles suit over augmented-reality games". Associated Press (via WLUK-TV). https://fox11online.com/news/state/milwaukee-county-settles-suit-over-augmented-reality-games. Retrieved 2026-10-21.
  20. ↑ Jessica Mairs (2017-10-06). "Sebastian Errazuriz vandalises augmented-reality version of Jeff Koons' Balloon Dog sculpture". Dezeen. https://www.dezeen.com/2017/10/06/sebastian-errazuriz-uses-augmented-reality-to-vandalise-jeff-koons-balloon-dog-sculpture/. Retrieved 2026-10-21.
  21. ↑ Mara Faccio, John J. McConnell (2018-02). "Death by Pokémon GO: The Economic and Human Cost of Using Apps While Driving". NBER Working Paper No. 24308. National Bureau of Economic Research. doi:10.3386/w24308. https://www.nber.org/papers/w24308. Retrieved 2026-10-21.
  22. ↑ Mara Faccio, John J. McConnell (2020). "Death by Pokémon GO: The Economic and Human Cost of Using Apps While Driving". Journal of Risk and Insurance, vol. 87, no. 3, pp. 815-849. Wiley. doi:10.1111/jori.12301. https://doi.org/10.1111/jori.12301. Retrieved 2026-10-21.
  23. ↑ Kaiming Cheng, Jeffery F. Tian, Tadayoshi Kohno, Franziska Roesner (2023-08). "Exploring User Reactions and Mental Models Towards Perceptual Manipulation Attacks in Mixed Reality". 32nd USENIX Security Symposium (USENIX Security 23), pp. 911-928. USENIX Association. https://www.usenix.org/conference/usenixsecurity23/presentation/cheng-kaiming. Retrieved 2026-10-21.
  24. ↑ Anna Winston (2016-05-23). "Keiichi Matsuda's Hyper-Reality film blurs real and virtual worlds". Dezeen. https://www.dezeen.com/2016/05/23/keiichi-matsuda-hyper-reality-film-dystopian-future-digital-interfaces-augmented-reality/. Retrieved 2026-10-21.
  25. ↑ Joshue O'Connor, Janina Sajka, Jason White, Scott Hollier, Michael Cooper (eds.) (2021-08-25). "XR Accessibility User Requirements". W3C Working Group Note. World Wide Web Consortium. https://www.w3.org/TR/xaur/. Retrieved 2026-10-21.
  26. ↑ 26.0 26.1 "The IEEE Global Initiative on Ethics of Extended Reality (XR) Report: Extended Reality (XR) Ethics and Diversity, Inclusion, and Accessibility". IEEE Standards Association. IEEE. 2022-03-04. https://standards.ieee.org/ieee/White_Paper/10866/. Retrieved 2026-10-21.
  27. ↑ Supriya Khadka, Sanchari Das (2026-02-13). "SoK: Understanding the Pedagogical, Health, Ethical, and Privacy Challenges of Extended Reality in Early Childhood Education". arXiv preprint 2602.12749. https://arxiv.org/abs/2602.12749. Retrieved 2026-10-21.
  28. ↑ "The IEEE Global Initiative on Ethics of Extended Reality (XR) Report: Extended Reality (XR) and the Erosion of Anonymity and Privacy". IEEE Standards Association. IEEE. 2021-11-18. https://standards.ieee.org/ieee/White_Paper/10741. Retrieved 2026-10-21.