2015
DOI: 10.1057/9781137521781
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Virtual Worlds as Philosophical Tools

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Cited by 29 publications
(10 citation statements)
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“…I will also give one example of unexpected metaphysical contact points between VR and intercultural philosophy in the final section on "Comparative Philosophy." NEW SUBFIELDS: DIGITAL AESTHETICS, RECENT PHILOSOPHY OF TECHNOLOGY, AND MEDIA THEORY There are many newer areas of philosophical research for which VR is an obviously central target, including aesthetic judgement and experience (Shelley, 2015), the philosophy of digital art (Thomson-Jones, 2015), the philosophy of technology (Franssen et al, 2015, section 4.1 in Gualeni, 2015), and media philosophy (Gualeni, 2015, Ch. 7;Heim, 2000;Sandbothe, 2000;de Mul, 2015).…”
Section: Metaphysicsmentioning
confidence: 99%
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“…I will also give one example of unexpected metaphysical contact points between VR and intercultural philosophy in the final section on "Comparative Philosophy." NEW SUBFIELDS: DIGITAL AESTHETICS, RECENT PHILOSOPHY OF TECHNOLOGY, AND MEDIA THEORY There are many newer areas of philosophical research for which VR is an obviously central target, including aesthetic judgement and experience (Shelley, 2015), the philosophy of digital art (Thomson-Jones, 2015), the philosophy of technology (Franssen et al, 2015, section 4.1 in Gualeni, 2015), and media philosophy (Gualeni, 2015, Ch. 7;Heim, 2000;Sandbothe, 2000;de Mul, 2015).…”
Section: Metaphysicsmentioning
confidence: 99%
“…Directly coupling a human PSM with an artificial environment is an example for a new type of consciousness technology, one that might even be called a "technology of the self " (section 4.3 in Gualeni, 2015). Currently the effects are still weak, and there are many technical problems.…”
Section: Example 5: Walking Around In Your Own Ncc With the Help Of Rmentioning
confidence: 99%
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“…In classical terms, these developers would be deemed responsible for all NEs in the virtual environments they create. Ethical practices, however, are not simply or exclusively a matter of direct agency: Actions and behaviors are always invited, mediated, discouraged, delegated, and modified by our technological devices and systems (see Verbeek 2011;Gualeni 2015). In view of these observations, we should consider the designers' responsibilities and how their ethical and ideological positions translate (consciously or less so) into material affordances and teleologies in discussions of various types of moral scenarios.…”
Section: Discussionmentioning
confidence: 99%
“…Les jeux vidéo sont des objets sémiotiques qui nous permettent de compenser notre incapacité épistémologique, et donc de vivre des choix que nous savons être vraiment à nous, parce qu'ils sont reconductibles. Cela montre que l'objet jeu vidéo est une « machine expérimentale » en puissance pour le raisonnement philosophique, comme le suggère S. Gualeni (2015).…”
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