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Titlebook: Virtual Worlds as Philosophical Tools; How to Philosophize Stefano Gualeni Book 2015 The Editor(s) (if applicable) and The Author(s) 2015

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发表于 2025-3-21 16:35:34 | 显示全部楼层 |阅读模式
书目名称Virtual Worlds as Philosophical Tools
副标题How to Philosophize
编辑Stefano Gualeni
视频video
图书封面Titlebook: Virtual Worlds as Philosophical Tools; How to Philosophize  Stefano Gualeni Book 2015 The Editor(s) (if applicable) and The Author(s) 2015
描述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.
出版日期Book 2015
关键词design; experience; media; metaphysics; philosophise; philosophy; philosophy of technology; simulation; vide
版次1
doihttps://doi.org/10.1057/9781137521781
isbn_ebook978-1-137-52178-1
copyrightThe Editor(s) (if applicable) and The Author(s) 2015
The information of publication is updating

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Virtual Worlds and the Human Condition: Cognitive, Perceptual, Critical, and Operational Limitationend on as organisms. Virtual worlds disclose interactive experiences and phenomenologies that are not simply actually present but effectively extend toward what is virtually possible. In this particular age of anthropological enhancement, humans no longer simply design their lives existentially, but they also do so biologically and experientially.
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Positionality in the Digital Age: Virtual Bodies and the Effects of Virtual Experiences, experiences of alternative, virtual worlds disclosed by digital simulations. This understanding will follow a chiefly anthropological standpoint, laying the groundwork for answering the question at the core of this book from the human side of the human-computer relationship. Chapter 7 (Virtual Worl
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Virtual Worlds and the Human Condition: Cognitive, Perceptual, Critical, and Operational Limitationorlds. This specific affordance offers us, for the first time in history, the possibility of developing human kinds of ontologies in ways that do not exclusively emerge from our relationships with the actual world. Through the mediation of videogames and digital simulations, augmented ontologies can
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,A Reflection on Metaphysical Thought and Its Technological “Overcoming”,e way in which we relate to them as designers and creators), are recognized as activities capable of affecting our cognitive, critical, and operational capabilities. As such, reflecting on the experience and design of the virtual worlds of videogames and digital simulations cannot be treated as anything but a deeply philosophical task.
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