Virtue In Virtual Spaces
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Author | : Louisa Conwill |
Publisher | : Liturgical Press |
Total Pages | : 136 |
Release | : 2024-09-09 |
Genre | : Religion |
ISBN | : |
Explore new modes of creation to bring virtue back into virtual spaces. At its best, the internet channels the world into a global village of sorts, where digital citizens learn from each other, explore new modes of creation, and help others work through dilemmas in both physical and virtual spaces. Virtue in Virtual Spaces argues that the internet doesn't have to be the cultural wasteland of click-bait, partisan politics, and vulgar content that we see too often today. Technology has tremendous potential for good because of the inherent goodness of human creation and creativity which can be achieved through the development and use of technology. The authors draw from writing on virtue ethics and Catholic Social Teaching to demonstrate this potential goodness of technology. Eight of the main themes of Catholic Social Teaching are used to build a framework for designing technology to promote human flourishing. In this book, readers will engage with the philosophies behind their favorite social media platforms, examine how the design features in these platforms shape habits and imagination, and gain dialogue-based skills to bring virtue back into virtual spaces.
Author | : John Wood |
Publisher | : |
Total Pages | : 226 |
Release | : 1998 |
Genre | : Body, Human (Philosophy) |
ISBN | : 9780415140058 |
Intended to inform, provoke and delight, this book explores the ideas of embodiment, knowledge, space, virtue and virtuality to address fundamental questions about technology and human presence.
Author | : Catherine Liu |
Publisher | : U of Minnesota Press |
Total Pages | : 83 |
Release | : 2021-01-26 |
Genre | : Social Science |
ISBN | : 1452966044 |
A denunciation of the credentialed elite class that serves capitalism while insisting on its own progressive heroism Professional Managerial Class (PMC) elite workers labor in a world of performative identity and virtue signaling, publicizing an ability to do ordinary things in fundamentally superior ways. Author Catherine Liu shows how the PMC stands in the way of social justice and economic redistribution by promoting meritocracy, philanthropy, and other self-serving operations to abet an individualist path to a better world. Virtue Hoarders is an unapologetically polemical call to reject making a virtue out of taste and consumption habits. Forerunners: Ideas First is a thought-in-process series of breakthrough digital publications. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.
Author | : John Wood |
Publisher | : Routledge |
Total Pages | : 241 |
Release | : 2002-02-07 |
Genre | : Social Science |
ISBN | : 1134720971 |
The Virtual Embodied is intended to inform, provoke and delight. It explores the ideas of embodiment, knowledge, space, virtue and virtuality to address fundamental questions about technology and human presence. It juxtaposes cutting-edge theories, polemics, and creative practices to uncover ethical, aesthetic and ecological implications of why, how and in particular where, human actions, observations and insights take place. In The Virtual Embodied, many of the authors, artists, performers and designers apply their interdisciplinary passions to questions of embodied knowledge and virtual space. In doing so it chooses to acknowledge the limitations of the conventional linear book and uses them creatively to challenge existing genres of multi-media and networked consumerism.
Author | : Karolien Poels |
Publisher | : |
Total Pages | : 351 |
Release | : 2011 |
Genre | : Video games |
ISBN | : 9789033484681 |
In this book we explore the wide range of moral issues that apply to digital game play from a multidisciplinary perspective. The book features contributions from scholars who evaluate the debate on violent games from a cultural, philosophical and theological point of view. From the perspective of media psychology, the attraction of virtual violence is examined, in addition to the cognitive process underlying amoral gaming activities, such as taboo violation and cheating. Case studies include analyses of survival horror grames and World War II games, and focus on specific titles, such as "Fallout 3", "Heavy Rain", "Grand Theft Auto IV" and "America's army".
Author | : Garry Young |
Publisher | : Routledge |
Total Pages | : 190 |
Release | : 2014-09-11 |
Genre | : Philosophy |
ISBN | : 1317547233 |
Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should there be a limit to what can be enacted or represented within these games? Or, is it all just a game?
Author | : Erick Jose Ramirez |
Publisher | : |
Total Pages | : 0 |
Release | : 2022 |
Genre | : PHILOSOPHY |
ISBN | : 9781032181479 |
This book offers new ways of thinking about and assessing the impact of virtual reality on its users. It argues that we must go beyond traditional psychological concepts of VR "presence" to better understand the many varieties of virtual experiences. The author provides compelling evidence that VR simulations are capable of producing "virtually real" experiences in people. He also provides a framework for understanding when and how simulations induce virtually real experiences. From these insights, the book shows that virtually real experiences are responsible for several unaddressed ethical issues in VR research and design. Experimental philosophers, moral psychologists, and institutional review boards must become sensitive to the ethical issues involved between designing "realistic" virtual dilemmas, for good data collection, and avoiding virtually real trauma. Ethicists and game designers must do more to ensure that their simulations don't inculcate harmful character traits. Virtually real experiences, the author claims, can make virtual relationships meaningful, productive, and conducive to welfare but they can also be used to systematically mislead and manipulate users about the nature of their experiences. The Ethics of Virtual and Augmented Reality will appeal to philosophers working in applied ethics, philosophy of technology, and aesthetics, as well as researchers and students interested in game studies and game design.
Author | : Richard A. Bartle |
Publisher | : New Riders |
Total Pages | : 768 |
Release | : 2004 |
Genre | : Computers |
ISBN | : 9780131018167 |
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Author | : Gregory Whistance-Smith |
Publisher | : Walter de Gruyter GmbH & Co KG |
Total Pages | : 272 |
Release | : 2022-01-19 |
Genre | : History |
ISBN | : 3110723840 |
Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.
Author | : Matthew McCaffrey |
Publisher | : Cambridge University Press |
Total Pages | : 263 |
Release | : 2022-02-03 |
Genre | : Business & Economics |
ISBN | : 1108839711 |
Studies the economic order that governs virtual worlds and ways individuals work together to govern social relations in the digital space.