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Book Virtual Worlds as Philosophical Tools

Download or read book Virtual Worlds as Philosophical Tools written by Stefano Gualeni and published by Springer. This book was released on 2015-07-14 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: Who are we in simulated worlds? Will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? Virtual Worlds as Philosophical Tools tries to answer these questions from a perspective that combines philosophy of technology with videogame design.

Book Virtual Worlds as Philosophical Tools

Download or read book Virtual Worlds as Philosophical Tools written by Stefano Gualeni and published by Palgrave Macmillan. This book was released on 2014-01-14 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: Who are we in simulated worlds? Will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? Virtual Worlds as Philosophical Tools tries to answer these questions from a perspective that combines philosophy of technology with videogame design.

Book Reality   Virtual Worlds and the Problems of Philosophy

Download or read book Reality Virtual Worlds and the Problems of Philosophy written by David J. Chalmers and published by W. W. Norton & Company. This book was released on 2022-01-25 with total page 544 pages. Available in PDF, EPUB and Kindle. Book excerpt: A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality; that’s the central thesis of Reality+. In a highly original work of “technophilosophy,” David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even be in a virtual world already. Along the way, Chalmers conducts a grand tour of big ideas in philosophy and science. He uses virtual reality technology to offer a new perspective on long-established philosophical questions. How do we know that there’s an external world? Is there a god? What is the nature of reality? What’s the relation between mind and body? How can we lead a good life? All of these questions are illuminated or transformed by Chalmers’ mind-bending analysis. Studded with illustrations that bring philosophical issues to life, Reality+ is a major statement that will shape discussion of philosophy, science, and technology for years to come.

Book Experience Machines

    Book Details:
  • Author : Mark Silcox
  • Publisher : Rowman & Littlefield
  • Release : 2017-07-17
  • ISBN : 1786600692
  • Pages : 244 pages

Download or read book Experience Machines written by Mark Silcox and published by Rowman & Littlefield. This book was released on 2017-07-17 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: In his classic work Anarchy, State and Utopia, Robert Nozick asked his readers to imagine being permanently plugged into a 'machine that would give you any experience you desired'. He speculated that, in spite of the many obvious attractions of such a prospect, most people would choose against passing the rest of their lives under the influence of this type of invention. Nozick thought (and many have since agreed) that this simple thought experiment had profound implications for how we think about ethics, political justice, and the significance of technology in our everyday lives. Nozick’s argument was made in 1974, about a decade before the personal computer revolution in Europe and North America. Since then, opportunities for the citizens of industrialized societies to experience virtual worlds and simulated environments have multiplied to an extent that no philosopher could have predicted. The authors in this volume re-evaluate the merits of Nozick’s argument, and use it as a jumping–off point for the philosophical examination of subsequent developments in culture and technology, including a variety of experience-altering cybernetic technologies such as computer games, social media networks, HCI devices, and neuro-prostheses.

Book Virtual Existentialism

Download or read book Virtual Existentialism written by Stefano Gualeni and published by Springer Nature. This book was released on 2020-04-28 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores what it means to exist in virtual worlds. Chiefly drawing on the philosophical traditions of existentialism, it articulates the idea that — by means of our technical equipment and coordinated practices — human beings disclose contexts or worlds in which they can perceive, feel, act, and think. More specifically, this book discusses how virtual worlds allow human beings to take new perspectives on their values and beliefs, and explore previously unexperienced ways of being. Virtual Existentialism will be useful for scholars working in the fields of philosophy, anthropology, media studies, and digital game studies.

Book Gaming the System

    Book Details:
  • Author : David J. Gunkel
  • Publisher : Indiana University Press
  • Release : 2018-05-09
  • ISBN : 0253035732
  • Pages : 216 pages

Download or read book Gaming the System written by David J. Gunkel and published by Indiana University Press. This book was released on 2018-05-09 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: 1. This extremely multidisciplinary book engages descriptive and prescriptive methods of study to video games, drawing heavily on philosophical traditions. It will have appeal outside of Film & Media and Philosophy to other areas of scholarly research including Sociology, Anthropology and Political Science. 2.The author is a senior scholar with extensive publications that explore the intersection of philosophy and ethics with digital games and reality. He has a strong presence on Facebook and Twitter as well as a well-designed personal website. He has historically be very engaged with his own digital and social media marketing for books he authors and plans to do the same for this title. 3. The author works to debunk and reframe what readers think they know about video games and digital culture, showing that it is wrong (or at least misguided) and that the important questions are often far more interesting and potentially disturbing than anticipated.

Book Ethnography and Virtual Worlds

Download or read book Ethnography and Virtual Worlds written by Tom Boellstorff and published by Princeton University Press. This book was released on 2024-08-06 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography

Book Fictional Games

    Book Details:
  • Author : Stefano Gualeni
  • Publisher : Bloomsbury Publishing
  • Release : 2022-12-15
  • ISBN : 135027710X
  • Pages : 217 pages

Download or read book Fictional Games written by Stefano Gualeni and published by Bloomsbury Publishing. This book was released on 2022-12-15 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.

Book Towards a Philosophy of Digital Media

Download or read book Towards a Philosophy of Digital Media written by Alberto Romele and published by Springer. This book was released on 2018-05-17 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book uses the conceptual tools of philosophy to shed light on digital media and on the way in which they bear upon our existence. At the turn of the century, the rise of digital media significantly changed our world. The digitizing of traditional media has extraordinarily increased the circulation of texts, sound, and images. Digital media have also widened our horizons and altered our relationship with others and with ourselves. Information production and communication are still undoubtedly significant aspects of digital media and life. Recently, however, recording, registration and keeping track have taken the upper hand in both online practices and the imaginaries related to them. The essays in this book therefore focus primarily on the idea that digital media involve a significant overlapping between communication and recording.

Book The Clouds

    Book Details:
  • Author : Stefano Gualeni
  • Publisher : Taylor & Francis
  • Release : 2023-09-29
  • ISBN : 1000961338
  • Pages : 207 pages

Download or read book The Clouds written by Stefano Gualeni and published by Taylor & Francis. This book was released on 2023-09-29 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: On a slow autumn afternoon, an atmospheric physicist working at the Malta Weather Station receives a surprising email from a colleague working in the United Kingdom: something troubling has apparently been detected during one of their research flights. The ensuing meteorological mystery is the starting point for the science fiction novella The Clouds. Alongside the novella, this book features three essays written by the same author that discuss in a more explicit and conventional way three philosophical ideas showcased in The Clouds: the expressive use of fictional games within fictional worlds; the possibility for existential meaning within simulated universes; and the unnatural narratological trope of "unhappening." With its unique format, this book is a fresh reflection on the mediatic form of philosophy and a compelling argument for the philosophical value of fiction.

Book The Oxford Handbook of Virtuality

Download or read book The Oxford Handbook of Virtuality written by Mark Grimshaw and published by Oxford Handbooks. This book was released on 2014-02 with total page 794 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.

Book The Aesthetics of Virtual Reality

Download or read book The Aesthetics of Virtual Reality written by Grant Tavinor and published by Routledge. This book was released on 2021-09-30 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.

Book Virtual Realism

    Book Details:
  • Author : Michael Heim
  • Publisher : Oxford University Press
  • Release : 2000-04-13
  • ISBN : 019535009X
  • Pages : 264 pages

Download or read book Virtual Realism written by Michael Heim and published by Oxford University Press. This book was released on 2000-04-13 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual reality has introduced what is literally a new dimension of reality to daily life. But it is not without controversy. Indeed, some say that a collision is inevitable between those passionately involved in the computer industry and those increasingly alienated from (and often replaced by) its applications. Opinions range from the cyberpunk attitude of Wired magazine and Bill Gates's commercial optimism to the violent opposition of the Unabomber. Now, with Virtual Realism, readers have a thought-provoking guide to the "cyberspace backlash" debate and the implications of cyberspace for our culture. Michael Heim offers a comprehensive introduction to virtual reality and a provocative commentary on its present and future impact on our lives. Heim describes the fascinating and important industrial and military uses of virtual reality, as well as its artistic and entertainment applications. He argues that we must balance the idealist's enthusiasm for computerized life with the need to ground ourselves more deeply in primary reality. This "uneasy balance" he calls virtual realism.

Book Fictional Games

    Book Details:
  • Author : Stefano Gualeni
  • Publisher : Bloomsbury Publishing
  • Release : 2022-12-15
  • ISBN : 1350277096
  • Pages : 217 pages

Download or read book Fictional Games written by Stefano Gualeni and published by Bloomsbury Publishing. This book was released on 2022-12-15 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.

Book The Phenomenology of Virtual Technology

Download or read book The Phenomenology of Virtual Technology written by Daniel O'Shiel and published by Bloomsbury Publishing. This book was released on 2022-07-14 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: The digital age we now live in is fundamentally changing how we relate to our perceptions and images. Daniel O'Shiel provides the first comprehensive phenomenology of virtual technology in order to show how the previously well-established experiential lines and structures between three basic categories of phenomenal experience – our everyday perceptions of reality; our everyday fantasies of irreality; and our everyday engagements with external images, not least digital ones – are becoming blurred, inverted or are even collapsing in a new era where a specific type of virtuality is coming to the fore. O'Shiel examines in depth just what this means for the phenomenology behind it, as well as the concrete practical consequences going forward. The work is divided into two main parts. In the first O'Shiel fully investigates the phenomenological natures of perception and imagination through close textual analyses of the relevant works by Edmund Husserl, Eugen Fink and Jean-Paul Sartre. In each phenomenologist perception and imagination are ultimately seen as different in kind, although the dividing line differs, especially with reference to a middle category of 'image-consciousness' (Bildbewusstsein). This first part argues for basic phenomenological differences between perceptions; physical and external images; and more mental imagery, while also allowing for a more general gradation between them. The second part then applies these theoretical findings to some of the most influential 'virtual technologies' today – social media; online gaming; and some virtual, augmented and mixed reality technologies – in order to show how previously clear categories of real and irreal, present and absent, genuine and fake, and even true and false, are becoming less so.

Book Designing Virtual Worlds

Download or read book Designing Virtual Worlds written by Richard A. Bartle and published by New Riders. This book was released on 2004 with total page 768 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.

Book The Metaphysics of Virtual Reality

Download or read book The Metaphysics of Virtual Reality written by Michael Heim and published by Oxford University Press. This book was released on 1994-10-27 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computers have dramatically altered life in the late twentieth century. Today we can draw on worldwide computer links, speeding up communications by radio, newspapers, and television. Ideas fly back and forth and circle the globe at the speed of electricity. And just around the corner lurks full-blown virtual reality, in which we will be able to immerse ourselves in a computer simulation not only of the actual physical world, but of any imagined world. As we begin to move in and out of a computer-generated world, Michael Heim asks, how will the way we perceive our world change? In The Metaphysics of Virtual Reality, Heim considers this and other philosophical issues of the Information Age. With an eye for the dark as well as the bright side of computer technology, he explores the logical and historical origins of our computer-generated world and speculates about the future direction of our computerized lives. He discusses such topics as the effect of word-processing on the English language (while word-processors have led to increased productivity, they have also led to physical hazards such as repetitive motion syndrome, which causes inflamed hand and arm tendons). Heim looks into the new kind of literacy promised by Hypertext (technology which allows the user to link audio and video elements, the disadvantages including disorientation and cognitive overload). And he also probes the notion of virtual reality, "cyberspace"--the computer-simulated environments that have captured the popular imagination and may ultimately change the way we define reality itself. Just as the definition of interface itself has evolved from the actual adapter plug used to connect electronic circuits into human entry into a self-contained cyberspace, so too will the notion of reality change with the current technological drive. Like the introduction of the automobile, the advent of virtual reality will change the whole context in which our knowledge and awareness of life are rooted. And along the way, Heim covers such intriguing topics as how computers have altered our thought habits, how we will be able to distinguish virtual from real reality, and the appearance of virtual reality in popular culture (as in Star Trek's holodeck, William Gibson's Neuromancer, and Stephen King's Lawnmower Man). Vividly and entertainingly written, The Metaphysics of Virtual Reality opens a window on a fascinating world that promises--or threatens--to become an integral part of everyday life in the 21st century. As Heim writes, not only do we face a breakthrough in the technology of computer interface, but we face the challenge of knowing ourselves and determining how the technology should develop and ultimately affect the society in which it grows.