Virtual Worlds as Philosophical Tools

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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

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09781137521774
    • Genre Philosophy
    • Auflage 1st ed. 2015
    • Lesemotiv Verstehen
    • Anzahl Seiten 194
    • Größe H216mm x B140mm
    • Jahr 2015
    • EAN 9781137521774
    • Format Fester Einband
    • ISBN 978-1-137-52177-4
    • Veröffentlichung 10.08.2015
    • Titel Virtual Worlds as Philosophical Tools
    • Autor Stefano Gualeni
    • Untertitel How to Philosophize with a Digital Hammer
    • Gewicht 3747g
    • Herausgeber SPRINGER VERLAG GMBH
    • Sprache Englisch

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