How Virtual Worlds Affect Us: On the Structure of Transfers from the Media World to the Real World

2006 ◽  
pp. 95-121 ◽  
Author(s):  
Jürgen Fritz
Keyword(s):  
The Real ◽  
2018 ◽  
Vol 13 (1) ◽  
pp. 135-151 ◽  
Author(s):  
Madeleine Sclater

The research presented in this article strives to answer the question: how do we educate for sustainability? I have provided evidence that arts-based educational research methods and major cultural resources provide very rich learning experiences that extend across disciplinary boundaries and can be crafted into pedagogical practices that help orientate learners of all levels to issues of sustainability. The article addresses the challenge of developing pedagogies for socio-ecological sustainability across disciplines in higher education. I present three kinds of conceptual resources in support of this project: theoretical influences that provide a range of lenses through which I can focus on my research concerns and pedagogical developments; methodological innovations – the use of the Dérive combined with a narrative record; and real-world aesthetic resources derived from gallery visits, an architectural exploration and interactive, scientific visits to major botanical gardens in Europe. I also briefly outline the importance of research resources derived from my own interdisciplinary work in virtual worlds - technology enhanced learning (TEL). These resources have led to a fusion of ideas from my own empirical research and personal experiences and observations in the real world. The most significant outcome of my Dérive experiences is a reminder of the power of aesthetic and emotional responses in learning activities. The blending of digital and analogue conceptual resources has synergised my thinking about pedagogies of sustainability, and increased my understanding of the importance of engagement with the real world, the role of emotion in learning and the power of experiential learning. I argue that personal and collective responses to artwork can act synergistically, and that community learning and individual learning are linked in informal settings, as evidenced by the Dérives presented in this article.


Author(s):  
Hsiao-Cheng (Sandrine) Han

The purpose of this research is to improve the understanding of how users of online virtual worlds learn and/or relearn ‘culture' through the use of visual components. The goal of this research is to understand if culturally and historically authentic imagery is necessary for users to understand the virtual world; how virtual world residents form and reform their virtual culture; and whether the visual culture in the virtual world is imported from the real world, colonized by any dominate culture, or assimilated into a new culture. The main research question is: Is the authenticity of cultural imagery important to virtual world residents? This research investigates whether visual culture awareness can help students develop a better understanding of visual culture in the real world, and whether this awareness can help educators construct better curricula and pedagogy for visual culture education.


1970 ◽  
Vol 1 (2) ◽  
Author(s):  
Yesha Sivan

This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question: "Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of 'old wine in a new bottle'?"


1970 ◽  
Vol 1 (2) ◽  
Author(s):  
Douglas R Dechow

This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question: "Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of 'old wine in a new bottle'?"


2018 ◽  
Vol 10 (3) ◽  
Author(s):  
Mark Richard Johnson ◽  
Robert Mejia

In this paper, we argue that EVE Online is a fruitful site for exploring how the representational and political-economic elements of science fiction intersect to exert a sociocultural and political-economic force on the shape and nature of the future-present. EVE has been oft heralded for its economic and sociocultural complexity, and for employing a free market ethos and ethics in its game world. However, we by contrast seek not to consider how EVE reflects our contemporary world, but rather how our contemporary neoliberal milieu reflects EVE. We explore how EVE works to make its world of neoliberal markets and borderline anarcho-capitalism manifest through the political economic and sociocultural assemblages mobilized beyond the game. We explore the deep intertwining of  behaviors of players both within and outside of the game, demonstrating that EVE promotes neoliberal  activity in its players, encourages these behaviors outside the game, and that players who have found success in the real world of neoliberal capitalism are those best-positioned for success in the time-demanding and resource-demanding world of EVE. This thereby sets up a reciprocal ideological determination between the real and virtual worlds of EVE players, whereby each reinforces the other. We lastly consider the “Alliance Tournament” event, which romanticizes conflict and competition, and argue that it serves as a crucial site for deploying a further set of similar rhetorical resources. The paper therefore offers an understanding of the sociocultural and political-economic pressure exerted on the “physical” world by the intersection of EVE’s representational and material elements, and what these show us about the real-world ideological power of science fictional worlds.


1970 ◽  
Vol 4 (1) ◽  
Author(s):  
Richard L Gilbert

The P.R.O.S.E. (Psychological Research on Synthetic Environments) Project was established to investigate the psychology of 3D virtual worlds. Under the auspices of the project, a systematic program of in-world behavioral research is being conducted that addresses three core questions related to the psychology of 3D immersive environments: What are the characteristics of active participants in virtual worlds? Do the principles of psychology that operate in the real world also apply to the virtual world? Do experiences in the virtual world have the capacity to influence behavior and subjective experience in the real world? The current paper describes a series of studies that examine each of these questions and outlines future directions for the project. If projections for a highly populated, ubiquitously accessible (web-based), and seamlessly integrated (interoperable) network of virtual worlds are borne out, a new realm of psychological reality and interaction will have been created that will be increasingly important for behavioral scientists to investigate and understand.


2015 ◽  
Vol 11 (2) ◽  
Author(s):  
SHEILA KATIANE STAUDT

Resumo: O primeiro romance de Moacyr Scliar, A guerra no Bom Fim, publicado em 1972, é tecido pela rememoração de um menino judeu que narra preciosos momentos de sua in-fância no bairro Bom Fim, na mesma época em que eclode a Segunda Guerra Mundial na Europa. O imaginário do protagonista Joel está repleto de acontecimentos relacionados à guerra que permeiam suas lembranças e fazem parte de sua narração, mesclando realidade e fantasia em seu texto. Esse universo bélico mágico criado pelo garoto tem origem, princi-palmente, nas notícias que escutava sobre o que se passava em solo europeu a partir das conversas entre os adultos, dos meios de comunicação do período, bem como das idas ao cinema Baltimore, onde os cartazes dos filmes atraiam os jovens nas matinês de domingo. Fredric Jameson, em seu texto War and Representation, percebe oito variantes nos textos que tematizam a guerra, são elas: a) experiência existencial da guerra; b) experiência coletiva da guerra; c) líderes, oficiais e o exército; d) tecnologia; e) paisagem inimiga; f) atrocidades; g) ataque à pátria e h) ocupação estrangeira. Com isso em mente, tentaremos desvelar as va-riantes bélicas propostas por Jameson no texto de Scliar, a fim de compreender a experiência existencial pela qual passou a personagem que, para se defender das brutalidades do mundo real, passa a criar um cenário fantástico-maravilhoso em que a história e as lendas judaicas ganham vida, enfatizando a via crucis de toda uma geração de imigrantes que chega ao Bra-sil e sofre com o desenraizamento, preconceito e condições precárias de vida. Palavras-chave: Variantes bélicas. Guerra. Representação. Literatura. Abstract: Moacyr Scliar's first novel, A guerra no Bom Fim, published in 1972, is woven by the reminiscence of a Jewish boy who recounts precious moments of his childhood in the Bom Fim neighborhood at the time of II World War in Europe. The imaginary of the pro-tagonist Joel is full of events related to the war itself that permeate his memories and are part of his narration, mixing reality and fantasy in his text. This magical warlike universe created by him has its origins mainly in the news he heard about what was happening on European soil from the conversations between the adults, the media of the period, and the trips to the Baltimore cinema, where the posters of the films attract young people on Sun-day matinees. Fredric Jameson, in his text War and Representation, remarks eight variants or categories in the narratives that have the war as the main theme, they are: a) the existen-tial experience of war; b) the collective experience of war; c) leaders, officers, and the insti-tution of the army; d) technology; e) the enemy landscape; f) atrocities; g) attack on the homeland, and h) foreign occupation. With this in mind, we will try to unveil the warlike variants proposed by Jameson in the text of Scliar, in order to understand the existential ex-perience through which the character passed, whose defense against the brutalities of the real world was to create a fantastic-wonderful scenario in that Jewish history and legends come to life, emphasizing the via crucis of a whole generation of immigrants that arrives in Brazil and suffers from rootlessness, prejudice and precarious conditions of life. Keywords: Warfare variants. War. Representation. Literature.


1970 ◽  
Vol 1 (2) ◽  
Author(s):  
Gilson Schwartz

This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question: "Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of 'old wine in a new bottle'?"


1970 ◽  
Vol 2 (4) ◽  
Author(s):  
Maura Welch

Virtual worlds are quickly becoming a popular way for teens–especially younger teens 13-16 years of age–to spend time connecting with existing friends while searching for new contacts. According to KZero, in the third quarter of last year alone, 92 million new, unique users joined virtual worlds. However, as virtual worlds grow, teens are looking for more opportunities beyond just building their personal networks. Enter virtual goods–items users can earn or purchase to express themselves creatively or to gain status among their peers in a community. Those who have not spent time in online communities and worlds find it difficult to understand the motivation for purchasing virtual goods. But buying them or completing tasks to earn them is fun and challenging, in the exact same way shopping or playing games in the real world is fun and challenging. For example, some virtual goods provide an immediate advantage in games or contests, some help express your personal styles and interests, and some can be sent as gifts to friends. Sometimes people buy virtual goods because they’re impatient or competitive and don’t want to wait the number of days it would take to earn them for free. But fundamentally, virtual goods are entertainment–they make it fun to interact with friends and express personal styles.


Author(s):  
Zack Fitzsimmons ◽  
Omer Lev

While manipulative attacks on elections have been well-studied, only recently has attention turned to attacks that account for geographic information, which are extremely common in the real world. The most well known in the media is gerrymandering, in which district border-lines are changed to increase a party's chance to win, but a different geographical manipulation involves influencing the election by selecting the location of polling places, as many people are not willing to go to any distance to vote. In this paper we initiate the study of this manipulation. We find that while it is easy to manipulate the selection of polling places on the line, it becomes difficult already on the plane or in the case of more than two candidates. Moreover, we show that for more than two candidates the problem is inapproximable. However, we find a few restricted cases on the plane where some algorithms perform well. Finally, we discuss how existing results for standard control actions hold in the geographic setting, consider additional control actions in the geographic setting, and suggest directions for future study.


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