scholarly journals The Experience Machine: Existential Reflections on Virtual Worlds

2016 ◽  
Vol 9 (3) ◽  
Author(s):  
Stefano Gualeni

Problems and questions originally raised by Robert Nozick in his famous thought experiment ‘The Experience Machine’ are frequently invoked in the current discourse concerning virtual worlds. Having conceptualized his Gedankenexperiment in the early seventies, Nozick could not fully anticipate the numerous and profound ways in which the diffusion of computer simulations and video games came to affect the Western world.This article does not articulate whether or not the virtual worlds of video games, digital simulations, and virtual technologies currently actualize (or will actualize) Nozick’s thought experiment. Instead, it proposes a philosophical reflection that focuses on human experiences in the upcoming age of their ‘technical reproducibility’.In pursuing that objective, this article integrates and supplements some of the interrogatives proposed in Robert Nozick’s thought experiment. More specifically, through the lenses of existentialism and philosophy of technology, this article tackles the technical and cultural heritage of virtual reality, and unpacks its potential to function as a tool for self-discovery and self-construction. Ultimately, it provides an interpretation of virtual technologies as novel existential domains. Virtual worlds will not be understood as the contexts where human beings can find completion and satisfaction, but rather as instruments that enable us to embrace ourselves and negotiate with various aspects of our (individual as well as collective) existence in previously-unexperienced guises.

Author(s):  
Richard Kraut

The Quality of Life: Aristotle Revised presents a philosophical theory about the constituents of human well-being. It begins with Aristotle’s thoughts about this topic, but often modifies and sometimes rejects them. The principal idea is that what Aristotle calls “external goods” (wealth, reputation, power) have at most an indirect bearing on the quality of our lives. A good internal life—the way in which we experience the world—is what well-being consists in. Pleasure is one aspect of this experience, but only a small part of it. Far more valuable is the quality of our emotional, intellectual, social, and perceptual experiences. These aspects of our existence make it potentially richer and deeper than the quality of life available to many other animals. A good human life is immeasurably better than that of a simple creature that feels only the pleasures of nourishment. Even if it felt pleasure for millions of years, human life would be superior. Contemporary discussions of well-being often appeal to a thought experiment devised by Robert Nozick, which holds that we should not attach ourselves to an “experience machine”—a device that manipulates our brains and gives us any illusory experiences of our choosing. This is thought to show that one’s interior life has little or no value on its own; that we must live in “the real world” to live well. In fact, however, this thought experiment supports the opposite conclusion: the quality of our lives consists in the quality of our experiences.


2021 ◽  
pp. 377
Author(s):  
Marc Blitz

n Anarchy, State, and Utopia, the philosopher Robert Nozick describes what he calls an “Experience Machine.” In essence, it produces a form of virtual reality (VR). People can use it to immerse themselves in a custom-designed dream: They have the experience of climbing a mountain, reading a book, or conversing with a friend when they are actually lying isolated in a tank with electrodes feeding perceptions into their brain. Nozick describes the Experience Machine as part of a philosophical thought experiment—one designed to show that a valuable life consists of more than mental states, like those we receive in this machine. As Nozick says, “we want to do certain things, and not just have the experience of doing them.” An 80-year sequence of experiences generated by the machine would not be of equivalent value to the lifetime of the identical set of experiences we derive from interactions with real people (who are not illusions, but have minds of their own), and with a physical universe that lies outside of us. On the contrary, says Nozick, a solipsistic life in the Experience Machine is a deeply impoverished one.


2015 ◽  
Vol 32 (3) ◽  
pp. 284-311 ◽  
Author(s):  
Ross D. Neville ◽  
Catherine Gorman ◽  
Sheila Flanagan ◽  
Frédéric Dimanche

By shifting our attention toward everyday life, its manifold commitments and responsibilities, this paper examines the potential for “fitness” to take on an extended meaning beyond consumption activity. In the opening sections, Robert Nozick’s (1974) “Experience Machine” thought experiment is presented as an alternative analytic frame for interpreting the problem of fitness in terms of a tension between mere activity and experience. In relation to this tension, the paper presents findings from a study of experienced participants and emphasizes the possibilities of a virtuous production through fitness. In particular, we emphasize that there is much work to be done in sedimenting (and maintaining) an appropriate frame of reference for “doing fitness” and that “being someone through fitness” might operate as an indexical marker of virtue.En dirigeant notre attention vers la vie de tous les jours et ses multiples engagements et responsabilités, nous examinons dans cet article le potentiel du « fitness » d’avoir une signification étendue au-delà de l’activité de consommation. Dans les premières sections, l’expérience de pensée de la « machine à expérience » de Robert Nozick (1974) est présentée comme un cadre analytique alternatif pour l’interprétation du problème de la condition physique en termes de tension entre simple activité et expérience. En lien avec cette tension, cet article présente les résultats d’une étude de participants expérimentés et met l’accent sur les possibilités d’une production vertueuse par l’intermédiaire de la condition physique. En particulier, nous soulignons qu’il y a beaucoup de travail à faire dans la sédimentation (et le maintien) d’un cadre de référence approprié pour « faire de l’activité physique » et qu’« être quelqu’un par l’intermédiaire de la condition physique » peut agir comme indicateur de vertu.


Apeiron ◽  
2020 ◽  
Vol 0 (0) ◽  
Author(s):  
Sara Diaco

AbstractThe present study provides an analysis of Socrates’ account of the first polis in Republic 2 as a thought experiment and draws attention to the fact that Socrates combines both explanatory and evaluative aspects in his scenario. The paper further shows how the analysis of the city of pigs as a thought experiment can explain the lack of pleonexia by saving both the letter of the text, according to which there are no “pleonectic” desires in the city of pigs, and the fact that the first polis is nonetheless concerned with human beings. For, in contrast to the account offered by Glaucon earlier in Book 2, Socrates highlights our needs and lack of self-sufficiency as well as our compatibility with an advantageous and happy life in a community.


Author(s):  
Iskander Umarov ◽  
Maxim Mozgovoy

The rapid development of complex virtual worlds (most notably, in 3D computer and video games) introduces new challenges for the creation of virtual agents, controlled by artificial intelligence (AI) systems. Two important subproblems in this topic area which need to be addressed are (a) believability and (b) effectiveness of agents’ behavior, i.e., human-likeness of the characters and high ability to achieving their own goals. In this paper, the authors study current approaches to believability and effectiveness of AI behavior in virtual worlds. They examine the concepts of believability and effectiveness, and analyze several successful attempts to address these challenges.


Author(s):  
Gibran Garcia ◽  
Insung Jung

Previous studies have revealed that when video gamers, or users of three-dimensional (3D) virtual worlds, display intense concentration coupled with an emotional engagement in their undertaking, they are affected by multisensory stimuli. This can lead to developing a feeling of detachment from the physical world, which, in turn, can lead to high levels of participation and engagement. Notwithstanding these results, it remains unclear as to whether students can experience the same kind of immersion in two-dimensional (2D) platform-based online collaborative learning spaces as has been achieved in video games and 3D worlds and, if they actually can, which features would lead to similar levels of increased engagement. This study is one of the first attempts to investigate the immersion experiences of students engaged in two 2D online collaborative learning platforms, one text-based and the other video-based. Data from eight students revealed that key features of immersion observed in video games and 3D worlds also appeared during the online collaborative activities but that the way such immersion was perceived by the students was greatly affected by the characteristics of the individual platform. When emotional engagement was considered, empathy was found to play an important role in the participants’ immersion experiences. Implications for practice or policy: Text-based platforms could be effective in motivating students to focus more on the postings, while video-based platforms may be more effective in generating empathy with others through observation of body language. When selecting a communication platform for online collaboration, sensory stimuli of the platform should be carefully examined. Empathy could be developed prior to an online collaborative activity so that students reflect on their thoughts and consider others’ feelings for a more immersive learning experience.


Author(s):  
Evan Tobias

This article examines the ways video games promote musical learning and engagement. It begins by outlining the background and current scope of music-focused video games. It then situates video games in terms of new literacies. Next, it provides a theoretical framework that supports the use of video games in music education. Along with music-focused video games, it discusses the roles that music plays in video games. It argues for a re-examination of the principles and approaches for musical learning through gameplay.


Author(s):  
Kristen B. Miller

This chapter reports the findings of two surveys taken by players of the video game Rock Band. The purpose of the surveys was to determine what differences, if any, exist between the ways that males and females learn to play the game, are motivated to improve, interact with other players both online and in real life, and interact with other players in online communities for the game. This study suggests that while females do not appear to learn to play this game much differently from males, they are motivated differently and interact with other players differently, and ultimately they have a harder time than males finding a place in the affinity groups that exist for the game, and these findings provide starting points for teachers who intend to use video games and virtual worlds for educational purposes in guarding against creating a “gender gap” between males and females.


Author(s):  
Giuseppe Curcio ◽  
Sara Peracchia

In the last years, it is ever more frequent to read popular press stories about the effects of video and/or computer games on the brain and on the behavior. In some cases, we can read something claiming that video games “damage the brain,” while in others these activities can “boost brain power,” and such conflicting proclamation create confusion about the real or potential effects of this activity on human beings. Thus, it is very interesting to deeply understand the effect that exposure to video games (VGs) can have on cognitive processes, with particular attention to decision making. Only a few studies have been carried out on this issue: the main aim of this contribution is to clarify these aspects, critically reviewing the existing scientific literature. Particular attention has been dedicated to normal and pathological players, different types of VGs, and moral aspects of decision making vulnerable to VGs. It has been concluded that research in this area is still in its early days, and this short review aims at discussing several issues and challenges that should be addressed to forward this research field.


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