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.
Autorentext
Stefano Gualeni is a philosopher and videogame designer. He released his first commercial video game at the age of sixteen and gained a Ph.D. in Philosophy from the Erasmus University of Rotterdam. Gualeni lectures and researches in game design, game studies, and the philosophy of technology at the Institute of Digital Games, University of Malta.
Inhalt
1. The Questions Concerning Digital Technology
2. A Reflection On Metaphysical Thought And Its Technological ' 'Overcoming ' '
3. Worlds In The Age Of Their Digital Simulation
4. Thinking With Virtual Worlds
5. Augmented Ontologies And A Challenge To Western Philosophy: Videogames And Simulations As Mediators Of Human Thought And Experience
6. Positionality In The Digital Age: Virtual Bodies And The Effects Of Virtual Experiences
7. Virtual Worlds As Poetic Allegories
8. Virtual Worlds And The Human Condition: Cognitive, Perceptual, Critical, And Operational Limitations
Titel
Virtual Worlds as Philosophical Tools
Untertitel
How to Philosophize with a Digital Hammer
Autor
EAN
9781137521781
ISBN
978-1-137-52178-1
Format
E-Book (pdf)
Hersteller
Herausgeber
Veröffentlichung
14.07.2015
Digitaler Kopierschutz
Wasserzeichen
Dateigrösse
2.18 MB
Anzahl Seiten
194
Jahr
2015
Untertitel
Englisch
Unerwartete Verzögerung
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