2016
DOI: 10.1007/s10746-016-9398-0
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Cited by 3 publications
(1 citation statement)
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“…This kind of co-existence among realities is well analysed by Schütz’s phenomenology which identifies a paramount reality25 where people usually live in their everyday lives and different finite provinces of meaning (Ayaß 2016; Waltemathe 2014) generated by dreams, arts, literature, and games (Tuckett 2015: 74). In these worlds, there are fictional objects which are experienced by players or dreamers, but which do not have any relevance outside of the limited world generated by the special activity.…”
Section: Ar Games and The Intertwinement Between Digital And Everydaymentioning
confidence: 99%
“…This kind of co-existence among realities is well analysed by Schütz’s phenomenology which identifies a paramount reality25 where people usually live in their everyday lives and different finite provinces of meaning (Ayaß 2016; Waltemathe 2014) generated by dreams, arts, literature, and games (Tuckett 2015: 74). In these worlds, there are fictional objects which are experienced by players or dreamers, but which do not have any relevance outside of the limited world generated by the special activity.…”
Section: Ar Games and The Intertwinement Between Digital And Everydaymentioning
confidence: 99%