Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital HammerSpringer, 14 de jul. de 2015 - 194 páginas 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. |
Conteúdo
Preface and Acknowledgments | |
A Reflection on Metaphysical Thought and | |
Worlds in the Age of Digital Simulation | |
Thinking with Virtual Worlds | |
Augmented Ontologies and a Challenge to Western | |
Virtual Bodies and | |
Virtual Worlds as Poetic Allegories | |
Cognitive | |
Notes | |
Bibliography | |
Index | |
Outras edições - Ver todos
Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer Stefano Gualeni Visualização parcial - 2015 |
Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer Stefano Gualeni Prévia não disponível - 2015 |
Termos e frases comuns
According actual world aesthetic allegories anthropological approach artifacts aspects augmented ontologies behaviors biological Bogost Borges capable century chapter characterized cognitive combinatorial concept consequences context critical cultural defined Descartes digital mediation digital simulations digital technology dimension disclose eccentric positionality effects embraced emergence epistemological Ergodic Literature established example experience of virtual experienced experiential fictional forms of mediation functional fundamental game design Gua-Le-Ni Gualeni Heidegger Heidegger’s horizon human kinds ideas inherent interactive digital interpretation Jos De Mul Kant kinds of ontologies limitations logical meaning media philosophy medium metaphors metaphysics Nintendo objectify objective observed original overcoming perceptual perspective phenomenology philosophical anthropology philosophy of mind philosophy of technology players Plessner poetic possibilities postphenomenological potential practices pre-digital presented processes proposed qualities reality recognized relation relationship rhetorical role simulated worlds social sociocultural specific structure telepresence theoretical traditional transformative understood Valve Corporation videogame virtual experiences virtual technologies virtual worlds worldviews
