Virtual Existentialism

Virtual Existentialism PDF Author: Stefano Gualeni
Publisher: Springer Nature
ISBN: 3030384780
Category : Social Science
Languages : en
Pages : 149

Get Book

Book Description
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.

Virtual Existentialism

Virtual Existentialism PDF Author: Stefano Gualeni
Publisher: Springer Nature
ISBN: 3030384780
Category : Social Science
Languages : en
Pages : 149

Get Book

Book Description
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.

The Other Side of Christianity

The Other Side of Christianity PDF Author: Dallas M. Darling
Publisher: Xulon Press
ISBN: 1606475223
Category : Religion
Languages : en
Pages : 194

Get Book

Book Description
"Fifty-two weekly devotionals and scriptural readings from the margins of Christianity."--Page 4 of cover

The World Is Born From Zero

The World Is Born From Zero PDF Author: Cameron Kunzelman
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110719479
Category : History
Languages : en
Pages : 311

Get Book

Book Description
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.

Virtual Reality: a Catalyst for Social and Economic Change

Virtual Reality: a Catalyst for Social and Economic Change PDF Author:
Publisher: Mychilo Cline
ISBN:
Category :
Languages : en
Pages : 82

Get Book

Book Description


Cybernetic-Existentialism

Cybernetic-Existentialism PDF Author: Steve Dixon
Publisher: Routledge
ISBN: 042963238X
Category : Art
Languages : en
Pages : 326

Get Book

Book Description
Cybernetic-Existentialism: Freedom, Systems, and Being-for-Others in Contemporary Arts and Performance offers a unique discourse and an original aesthetic theory. It argues that fusing perspectives from the philosophy of Existentialism with insights from the ‘universal science’ of cybernetics provides a new analytical lens and deconstructive methodology to critique art. In this study, Steve Dixon examines how a range of artists’ works reveal the ideas of Existentialist philosophers including Kierkegaard, Camus, de Beauvoir, and Sartre on freedom, being and nothingness, eternal recurrence, the absurd, and being-for-others. Simultaneously, these artworks are shown to engage in complex explorations of concepts proposed by cyberneticians including Wiener, Shannon, and Bateson on information theory and ‘noise’, feedback loops, circularity, adaptive ecosystems, autopoiesis, and emergence. Dixon’s groundbreaking book demonstrates how fusing insights and knowledge from these two fields can throw new light on pressing issues within contemporary arts and culture, including authenticity, angst and alienation, homeostasis, radical politics, and the human as system.

The Aesthetics of Virtual Reality

The Aesthetics of Virtual Reality PDF Author: Grant Tavinor
Publisher: Routledge
ISBN: 1000452123
Category : Philosophy
Languages : en
Pages : 249

Get Book

Book Description
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.

The Phenomenology of Virtual Technology

The Phenomenology of Virtual Technology PDF Author: Daniel O'Shiel
Publisher: Bloomsbury Publishing
ISBN: 1350245526
Category : Philosophy
Languages : en
Pages : 265

Get Book

Book Description
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.

The Social-Emotional Learning Upgrade

The Social-Emotional Learning Upgrade PDF Author: Christopher J. Kazanjian
Publisher: Taylor & Francis
ISBN: 1000998002
Category : Education
Languages : en
Pages : 242

Get Book

Book Description
The Social-Emotional Learning Upgrade explores how today’s educators can connect two previously separated but important curricula in their schools: social-emotional learning (SEL) and educational technology. With schools’ SEL efforts pressed for time and resources and digital engagements often limited to skill development, K-12 students risk being unprepared to sustain their well-being and personal opportunities in a rapidly changing, technology-dependent world. Driven by a paradigm that synthesizes multicultural education and humanistic psychology, this book readies educators to implement SEL curricula that will support young learners as they navigate constant social and technological flux and that will nurture their unique perceptions of reality, their aspirations, and their mental and physical health. Each chapter’s novel insights will help to mitigate both student disengagement and teacher demoralization, enabling classroom pedagogies and the process of schooling to better align with the ways in which learners explore, express, and create meaning. Guiding pre-service teachers, leaders, and curriculum developers beyond common goals such as digital skills development, content mastery, or standardized testing, this volume focuses instead on complex digital literacies, collaborative experiences, problem- and project-based learning, culturally relevant pedagogies, and overall holistic growth.

Fictional Games

Fictional Games PDF Author: Stefano Gualeni
Publisher: Bloomsbury Publishing
ISBN: 1350277096
Category : Philosophy
Languages : en
Pages : 217

Get Book

Book Description
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.

The Clouds

The Clouds PDF Author: Stefano Gualeni
Publisher: Taylor & Francis
ISBN: 1000961338
Category : Literary Criticism
Languages : en
Pages : 207

Get Book

Book Description
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.