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Digital etikk 2M338

Pensum for studieåret

Obligatorisk litteratur

Engen, B. K., Giæver, T. H. & Mifsud, L. (Red.). (2017). Digital dømmekraft. Oslo:

Gyldendal akademisk. Kapittel 1-2, 5, 8-10 (83 sider).

Ess, C. (2014). Digital media ethics (2. utg.). Cambridge: Polity Press. (298 sider).

Henriksen, J.-O. & Vetlesen, A. J. (2006). Nærhet og distanse: Grunnlag, verdier og etiske (3. utg.). Oslo: Gyldendal akademisk. (285 sider).

teorier i arbeid med mennesker

Obligatorisk litteratur - kompendier og nettressurser

Ingierd, H. & Fossheim, H. (2015). Internet research ethics. Oslo: Cappelen Damm akademisk. Hentet fra 

 (175 sider).

https://press.nordicopenaccess.no/index.php/noasp/catalog/book/3

Madary, M. & Metzinger, T. K. (2016). Real virtuality: A code of ethical conduct:

Recommendations for good scientific practice and the consumers of VR-technology. 

(3).  (23 sider).

Frontiers in Robotics and AI, 3 https://doi.org/10.3389/frobt.2016.00003

Anbefalt litteratur

Hovlid, E. L. (2016). Krenkelser ved offentliggjøring av private opplysninger og bilder på

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sosiale medier. Tidsskrift for rettsvitenskap, 129(2/3), 138-175. Hentet fra

https://www.idunn.no/tfr/2016/02-03/krenkelser_ved_offentliggjoering_av_private_opplysninger_og_

 (38 sider). (Pålogging via bibliotekets sider.)

Sicart, M. (2009). Ethics of computer games. Cambridge, Mass.: MIT. Hentet fra 

  https://ebookcentral.proquest.com/lib/hedmark-ebooks/detail.action?docID=3339020 (273 sider). (Pålogging via bibliotekets sider.)

Wessel-Aas, J. (2015). Jus og sosiale medier (2. utg.). Oslo: Kommuneforlaget. (108 sider).

Young, G. (2013). Ethics in the virtual world: The morality and psychology of gaming. Durham: Acumen. Hentet fra 

  https://ebookcentral.proquest.com/lib/hedmark-ebooks/detail.action?docID=3061078 (193 sider). (Pålogging via bibliotekets sider.)

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