Results for 'Virtual worlds'

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  1.  66
    Virtual worlds: a journey in hype and hyperreality.Benjamin Woolley - 1992 - Cambridge, USA: Blackwell.
    In Virtual Worlds, Benjamin Woolley examines the reality of virtual reality.
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  2.  79
    Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer.Stefano Gualeni - 2014 - Basingstoke, UK: Palgrave.
    What is it like to be a human being in a simulated world? Will experiencing worlds that are not “actual” change our way of structuring thought? Can virtual worlds open up new possibilities for philosophizing? -/- Virtual Worlds as Philosophical Tools tries to answer those questions from a perspective that is informed and inspired by the philosophy of technology, media theory and the design of digital games. Despite being presented here in a form that is (...)
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  3. Virtual worlds and moral evaluation.Jeff Dunn - 2012 - Ethics and Information Technology 14 (4):255-265.
    Consider the multi-user virtual worlds of online games such as EVE and World of Warcraft, or the multi-user virtual world of Second Life. Suppose a player performs an action in one of these worlds, via his or her virtual character, which would be wrong, if the virtual world were real. What is the moral status of this virtual action? In this paper I consider arguments for and against the Asymmetry Thesis: the thesis that (...)
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  4.  65
    (1 other version)Virtual Worlds and Their Challenge to Philosophy: Understanding the “Intravirtual” and the “Extravirtual”.Johnny Hartz Søraker - 2012 - Metaphilosophy 43 (4):499-512.
    The Web, in particular real-time interactions in three-dimensional virtual environments (virtual worlds), comes with a set of unique characteristics that leave our traditional frameworks inapplicable. The present article illustrates this by arguing that the notion of “technology relations,” as put forward by Ihde and Verbeek, becomes inapplicable when it comes to the Internet, and this inapplicability shows why these phenomena require new philosophical frameworks. Against this background, and more constructively, the article proposes a fundamental distinction between “intravirtual” (...)
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  5.  91
    Social bodies in virtual worlds: Intercorporeality in Esports.David Ekdahl & Susanne Ravn - 2021 - Phenomenology and the Cognitive Sciences 21 (2):293-316.
    As screen-based virtual worlds have gradually begun facilitating more and more of our social interactions, some researchers have argued that the virtual worlds of these interactions do not allow for embodied social understanding. The aim of this article is to examine exactly the possibility of this by looking to esports practitioners’ experiences of interacting with each other during performance. By engaging in an integration of qualitative research methodologies and phenomenology, we investigate the actual first-person experiences of (...)
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  6. Collaborative Virtual Worlds for Enhanced Scientific Understanding.Anne Newstead & Michael J. Jacobson - manuscript
    This is a copy of the presentation given at the "Workshop on Agency and Distributed Cognition" at Macquarie University, March 2012. What is noteworthy about this piece of work is that (i) it is a very early foray into the pedagogy, ontology, and epistemology of virtual worlds (it's 2012, way before David Chalmers' book "Reality+" in 2022); and (ii) it was my first foray into "social epistemology" beyond the standard "S knows that p" epistemology, drawing on Vygotskian collaborative (...)
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  7. Collaborative Virtual Worlds and Productive Failure.Michael J. Jacobson, Charlotte Taylor, Anne Newstead, Wai Yat Wong, Deborah Richards, Meredith Taylor, Porte John, Kartiko Iwan, Kapur Manu & Hu Chun - 2011 - In Michael J. Jacobson, Charlotte Taylor, Anne Newstead, Wai Yat Wong, Deborah Richards, Meredith Taylor, Porte John, Kartiko Iwan, Kapur Manu & Hu Chun (eds.), Proceedings of the CSCL (Computer Supported Cognition and Learning) III. University of Hong Kong.
    This paper reports on an ongoing ARC Discovery Project that is conducting design research into learning in collaborative virtual worlds (CVW).The paper will describe three design components of the project: (a) pedagogical design, (b)technical and graphics design, and (c) learning research design. The perspectives of each design team will be discussed and how the three teams worked together to produce the CVW. The development of productive failure learning activities for the CVW will be discussed and there will be (...)
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  8. Social Cooperation Within Virtual Worlds. Old Social Phenomena Emerging in New Environments.Diana Richards & Andrei Decu - 2017 - Studia Universitatis Babeş-Bolyai Philosophia:23-48.
    The world we live in is expanding its borders by letting the virtual become part of our lives. Digitisation equally pervades the public and the private sectors and transforms interactions between individuals, and between individuals and the state. For instance, the UK government is now in the process of digitising a whole range of processes and interactions with its citizens, through the Governmental Digital Service (GDS). In this article we aim to prove that virtual worlds provide a (...)
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  9.  76
    Reality+: Virtual Worlds and the Problems of Philosophy by David J. Chalmers (W. W. Norton & Company, 2022).Yuval Avnur - forthcoming - Philosophy.
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  10.  36
    Virtual worlds, fiction, and reality.Ilkka Maunu Niiniluoto - 2011 - Discusiones Filosóficas 12 (19):13 - 28.
  11.  97
    Virtual worlds, travel, and the picturesque garden.Robert Scott Stewart & Roderick Nicholls - 2002 - Philosophy and Geography 5 (1):83 – 99.
    Debate concerning virtual reality is often drawn in terms of sharply defined dichotomies--for example, between "real" (or "actual") and "virtual," "authentic" and "inauthentic," and "natural" and "artificial." In this paper we offer an alternative approach by suggesting a conception of a virtual world that highlights a continuity and commonality with our sense of everyday reality. We accomplish this in part by an examination of the English picturesque garden as if it were a virtual world partially constructed (...)
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  12.  36
    Ethics in the Virtual World: The Morality and Psychology of Gaming.Garry Young - 2013 - Durham, UK: Routledge.
    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 (...)
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  13. Embodied involvement in virtual worlds: the case of eSports practitioners.David Ekdahl & Susanne Ravn - 2019 - Sport, Ethics and Philosophy 13 (2):132-144.
    eSports practice designates a unique set of activities tethered to competitive, virtual environments, or worlds. This correlation between eSports practitioner and virtual world, we argue, is inadequately accounted for solely in terms of something physical or intellectual. Instead, we favor a perspective on eSports practice to be analyzed as a perceptual and embodied phenomenon. In this article, we present the phenomenological approach and focus on the embodied sensations of eSports practitioners as they cope with and perceive within (...)
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  14.  92
    Reality+: Virtual Worlds and the Problems of Philosophy by David J. Chalmers (review).Anand Jayprakash Vaidya - 2023 - Philosophy East and West 73 (1):1-6.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Reality+: Virtual Worlds and the Problems of Philosophy by David J. ChalmersAnand Jayprakash Vaidya (bio)Reality+: Virtual Worlds and the Problems of Philosophy. By David J. Chalmers. New York, NY: W.W Norton & Company, 2022. Pp. xi + 520. Hardcover $22.49, isbn 978-0-393635-80-5.It isn't uncommon to think that virtual worlds, the worlds we engage with in video games, for example, are not (...)
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  15.  98
    How are Australian higher education institutions contributing to innovative teaching and learning through virtual worlds?Brent Gregory, Sue Gregory, Bogdanovych A., Jacobson Michael, Newstead Anne & Simeon Simoff and Many Others - 2011 - In Gregory Sue (ed.), Ascilite (Australian Society of Computers in Tertiary Education). Ascilite.
    Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher education academics was formed in 2009. These educators are investigating the role that virtual worlds play in the future of education and actively changing the direction of their own teaching practice and curricula. 47 academics reporting on 28 (...)
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  16.  24
    The Invisible Hand in Virtual Worlds: The Economic Order of Video Games.Matthew McCaffrey (ed.) - 2022 - Cambridge University Press.
    Video games aren't merely casual entertainment: they are the heart of one of the fastest-growing media industries in the world, and a cultural phenomenon in their own right. Gaming has evolved from a niche pastime into a global business that rivals film and television, creating, in the process, new art forms and social arenas and have become the subject of endless public debate. This book shows that games also provide a unique space in which to study economic behavior. Games, more (...)
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  17. Causation in a Virtual World: a Mechanistic Approach.Billy Wheeler - 2022 - Philosophy and Technology 35 (1):1-26.
    Objects appear to causally interact with one another in virtual worlds, such as video games, virtual reality, and training simulations. Is this causation real or is it illusory? In this paper I argue that virtual causation is as real as physical causation. I achieve this in two steps: firstly, I show how virtual causation has all the important hallmarks of relations that are causal, as opposed to merely accidental, and secondly, I show how virtual (...)
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  18.  54
    Digital Technology, Virtual Worlds, and Ethical Change.Joke Bauwens & Karl Verstrynge - 2013 - Techné: Research in Philosophy and Technology 17 (1):124-143.
    This paper questions the shifting meaning of the ethical categories of proximity and alterity in the light of the technological and social changes that virtual social worlds went through. It takes Roger Silverstone’s key theme of “proper distance” as a point of departure, and discusses the significance of this concept by linking it up with the more media-theoretical approaches on virtual communication as developed in McLuhan’s and Baudrillard’s body of thought. It is argued that today’s virtual (...)
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  19.  8
    Virtual world order : the economics and organizations of virtual pirates.Carl David Mildenberger - 2015 - Public Choice 164 (3-4):401-421.
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  20.  43
    Dutton, Davies, and Imaginative Virtual Worlds: The Current State of Evolutionary Aesthetics.Joseph Carroll - 2013 - Aisthesis: Pratiche, Linguaggi E Saperi Dell’Estetico 6 (2):81-93.
    This paper is a commentary comparing the evolutionary perspectives of Denis Dutton’s The Art Instinct (2009) and Stephen Davies’s The Artful Species (2012). Their topics thus necessarily overlap, but their books have different purposes and a different feel. Davies’s book is an academic exercise. He has no real arguments or claims of his own. Dutton wishes to demonstrate that evolutionary psychology can provide a satisfying naturalistic explanation of aesthetic experience. Neither Davies nor Dutton fully succeeds in his ambition. Davies extends (...)
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  21.  15
    Reality+ – Virtual Worlds and the Problem of PhilosophyDavid J Chalmers (2022). WW Norton & Company., Hardback and paperback (544 pages), ISBN 978-0-393-63580-5 (hardback) and 978-1-324-05034-6 (paperback), Cost: $32.50 (hardback) and $20.00 (paperback). [REVIEW]Joshua Fernandes - 2023 - Indo-Pacific Journal of Phenomenology 23 (1).
    (2023). Reality+ – Virtual Worlds and the Problem of Philosophy. Indo-Pacific Journal of Phenomenology: Vol. 23, No. 1, e2326227.
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  22.  20
    Sacred realms in virtual worlds: The making of Buddhist spaces in Second Life.Jessica M. Falcone - 2019 - Critical Research on Religion 7 (2):147-167.
    Second Life, a virtual world, has been heralded by some scholars and transhumanists as a sacred, “heavenly” space. Through detailed ethnographic work on Buddhist religious spaces in Second Life, this article argues instead that just as in actual life, virtual life is comprised of both sacred and profane spaces. By demonstrating different types of Buddhist spaces, community-practice-oriented and individual-practice-oriented, and the meaning that these spaces hold for practitioners, readers come to understand that the sacrality in Second Life is (...)
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  23. The Social Furniture of Virtual Worlds.Peter Ludlow - 2019 - Disputatio 11 (55):345-369.
    David Chalmers argues that virtual objects exist in the form of data structures that have causal powers. I argue that there is a large class of virtual objects that are social objects and that do not depend upon data structures for their existence. I also argue that data structures are themselves fundamentally social objects. Thus, virtual objects are fundamentally social objects.
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  24. Virtual World-Weariness: On Delaying the Experiential Erosion of Digital Environments.Stefano Gualeni - 2019 - In Andri Gerber & Ulrich Götz (eds.), The Architectonics of Game Spaces: The Spatial Logic of the Virtual and its Meaning for the Real. Transcript. pp. 153-165.
    A common understanding of the role of a game developer includes establishing (or at least partially establishing) what is interactively and perceptually available in (video)game environments: what elements and behaviors those worlds include and allow, and what is – instead – left out of their ‘possibility horizon’. The term ‘possibility horizon’ references the Ancient Greek origin of the term ‘horizon’, ὄρος (oros), which denotes a frontier – a spatial limit. On this etymological foundation, ‘horizon’ is used here to indicate (...)
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  25. Why be Moral in a Virtual World.John McMillan & Mike King - 2017 - Journal of Practical Ethics 5 (2):30-48.
    This article considers two related and fundamental issues about morality in a virtual world. The first is whether the anonymity that is a feature of virtual worlds can shed light upon whether people are moral when they can act with impunity. The second issue is whether there are any moral obligations in a virtual world and if so what they might be. -/- Our reasons for being good are fundamental to understanding what it is that makes (...)
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  26.  17
    Screen Worlds, Virtual Worlds, Constructed Worlds.Mark Silcox - 2023 - Constructivist Foundations 18 (3):402-403.
    Open peer commentary on the article “The World of Screen Creatures” by Bin Liu. Abstract: Bin Liu’s defense of phenomenalism via an elaborate and inventive thought experiment is contrasted with more traditional ways of defending that doctrine. A similar distinction in strategies can be drawn between different ways of arguing that we live in a virtual world. The comparison leads to a more general, metaphilosophical conclusion about how to argue for constructivist positions in metaphysics.
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  27.  52
    Who Regulates Ethics in the Virtual World?Seemu Sharma, Hitashi Lomash & Seema Bawa - 2015 - Science and Engineering Ethics 21 (1):19-28.
    This paper attempts to give an insight into emerging ethical issues due to the increased usage of the Internet in our lives. We discuss three main theoretical approaches relating to the ethics involved in the information technology era: first, the use of IT as a tool; second, the use of social constructivist methods; and third, the approach of phenomenologists. Certain aspects of ethics and IT have been discussed based on a phenomenological approach and moral development. Further, ethical issues related to (...)
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  28.  29
    Atoms and Avatars: Virtual Worlds as Massively-Multiplayer Laboratories.Colin Milburn - 2008 - Spontaneous Generations 2 (1):63.
    Nanotechnology thrives in the realm of the virtual. Throughout its history, the field has been shaped by futuristic visions of technological revolution, hyperbolic promises of scientific convergence at the molecular scale, and science fiction stories of the world rebuilt atom by atom. Even today, amid the welter of innovative nanomaterials that increasingly appear in everyday consumer products—the nanoparticles enhancing our sunscreens, the carbon nanotubes strengthening our tennis rackets, the antimicrobial nano-silver lining our socks, the nanofilms protecting our wrinkle-free trousers—the (...)
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  29.  98
    Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds.Stefano Gualeni & Daniel Vella - 2020 - Basingstoke, UK: Palgrave Pivot.
    This book explores what it means to exist in virtual worlds. Chiefly drawing on the philosophical traditions of existentialism, it articulates the idea that — by means of our technical equipment and coordinated practices — human beings disclose contexts or worlds in which they can perceive, feel, act, and think. More specifically, this book discusses how virtual worlds allow human beings to take new perspectives on their values and beliefs, and explore previously unexperienced ways of (...)
  30. Expressive Avatars: Vitality in Virtual Worlds.David Ekdahl & Lucy Osler - 2023 - Philosophy and Technology 36 (2):1-28.
    Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer or (...)
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  31.  42
    Trust and Virtual Worlds: Contemporary Perspectives.Charles Ess & May Thorseth (eds.) - 2011 - Peter Lang.
    Trust is essential to human society and the good life. At the same time, citizens of developed countries spend more and more time in virtual environments. This collection asks how far virtual environments, especially those affiliated with -Web 2.0-, challenge and foster trust? <BR> The book's early chapters establish historical, linguistic, and philosophical foundations for key concepts of trust, embodiment, virtuality, and virtual worlds. Four philosophers then analyze how trust - historically interwoven with embodied co-presence - (...)
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  32.  43
    Ethics in the virtual world.John Strain - 2007 - Journal of Information, Communication and Ethics in Society 5 (1):4-6.
    PurposeThe purpose of this viewpoint paper is to provide an overview of three papers included in a Special Issue of the Journal of Information Communication Ethics and Society, entitled Ethics in the Virtual World.Design/methodology/approachThe papers were chosen because they reflect three key themes in computing, ethics and society. These are: the explosion in the number of opportunities for accessing sensitive data in the health sector; the risks inherent in designing information systems through technical procedures that fail to address the (...)
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  33. The reality of friendship within immersive virtual worlds.Nicholas John Munn - 2012 - Ethics and Information Technology 14 (1):1-10.
    In this article I examine a recent development in online communication, the immersive virtual worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). I argue that these environments provide a distinct form of online experience from the experience available through earlier generation forms of online communication such as newsgroups, chat rooms, email and instant messaging. The experience available to participants in MMORPGs is founded on shared activity, while the experience of earlier generation online communication is largely if not wholly (...)
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  34. Virtual worlds and interactive fictions.Grant Tavinor - 2010 - In Franck Lihoreau (ed.), Truth in Fiction. Ontos Verlag. pp. 223--244.
  35.  14
    Dating and Play in Virtual Worlds.Bo Brinkman - 2010-09-24 - In Fritz Allhoff, Kristie Miller & Marlene Clark (eds.), Dating ‐ Philosophy for Everyone. Wiley‐Blackwell. pp. 165–179.
    This chapter contains sections titled: “Is this man cheating on his wife?” “Just a game” Play and Dating A Ludic Understanding of Dating The Wizards of Dating and Their Hangers‐on The Moral Significance of a Ludic Conception of Dating.
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  36.  60
    Professional Ethics in a Virtual World: The Impact of the Internet on Traditional Notions of Professionalism.Ellen M. Harshman, James F. Gilsinan, James E. Fisher & Frederick C. Yeager - 2005 - Journal of Business Ethics 58 (1-3):227-236.
    Numerous articles in the popular press together with an examination of websites associated with the medical, legal, engineering, financial, and other professions leave no doubt that the role of professions has been impacted by the Internet. While offering the promise of the democratization of expertise – expertise made available to the public at convenient times and locations and at an affordable cost – the Internet is also driving a reexamination of the concept of professional identity and related claims of expertise (...)
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  37.  13
    The Social Reality of Virtual Worlds.Robert Fraser - forthcoming - Metaphysics 7 (1):85-98.
    What is the ontological status of virtual worlds? The two prominent positions in the recent debate are David Chalmers’s virtual digitalism and Neil McDonnell and Nathan Wildman’s virtual fictionalism. In this paper, I argue that there are good reasons to be dissatisfied with both. To overcome their limitations, I propose a novel position, virtual socialism. Drawing on the ‘two-dimensional’ approach to social ontology articulated by Brian Epstein, I suggest that virtual objects are social objects (...)
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  38.  35
    Virtual Laboratories and Virtual Worlds.Piet Hut - unknown
    Since we cannot put stars in a laboratory, astrophysicists had to wait till the invention of computers before becoming laboratory scientists. For half a century now, we have been conducting experiments in our virtual laboratories. However, we ourselves have remained behind the keyboard, with the screen of the monitor separating us from the world we are simulating. Recently, 3D on-line technology, developed first for games but now deployed in virtual worlds like Second Life, is beginning to make (...)
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  39. Being together, worlds apart: a virtual-worldly phenomenology.Rebecca A. Hardesty & Ben Sheredos - 2019 - Human Studies (3):1-28.
    Previous work in Game Studies has centered on several loci of investigation in seeking to understand virtual gameworlds. First, researchers have scrutinized the concept of the virtual world itself and how it relates to the idea of “the magic circle”. Second, the field has outlined various forms of experienced “presence”. Third, scholarship has noted that the boundaries between the world of everyday life and virtual worlds are porous, and that this fosters a multiplicity of identities as (...)
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  40. The Problem of Evil in Virtual Worlds.Brendan Shea - 2017 - In Mark Silcox (ed.), Experience Machines: The Philosophy of Virtual Worlds. London: Rowman & Littlefield. pp. 137-155.
    In its original form, Nozick’s experience machine serves as a potent counterexample to a simplistic form of hedonism. The pleasurable life offered by the experience machine, its seems safe to say, lacks the requisite depth that many of us find necessary to lead a genuinely worthwhile life. Among other things, the experience machine offers no opportunities to establish meaningful relationships, or to engage in long-term artistic, intellectual, or political projects that survive one’s death. This intuitive objection finds some support in (...)
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  41. Conditionals, visualization, and virtual worlds.Jerrold L. Aronson - 1994 - In A. A. Derksen (ed.), The scientific realism of Rom Harré. Tilburg, The Netherlands: Tilburg University Press.
     
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  42.  59
    Moral Judgments, Fantasies, and Virtual Worlds.Earl Spurgin - 2009 - International Journal of Applied Philosophy 23 (2):271-284.
    Some argue that moral judgments apply to fantasies because they can lead to action. Others argue that we should not assume that fantasies will lead to action and should not judge them morally unless they do. Still others argue that evaluating fantasies through their possible connections to action is misguided since fantasies contribute to our characters. I argue for the liberal position that fantasies that do not contribute causally to immoral acts are not subject to moral judgments. I make that (...)
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  43.  74
    Living in a Virtual World.Roderick Nicholls - 2003 - Techné: Research in Philosophy and Technology 6 (3):191-195.
  44. Robots and Virtual Worlds: Japan's New Allies.Karyn Poupee - 2009 - Hermès: La Revue Cognition, communication, politique 55 (3):39 - +.
  45.  21
    Artifical Life - Virtual Worlds.Cheryl Sourkes - 2002 - Angelaki 7 (1):115-117.
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  46.  72
    Real action in a virtual world.Melvyn A. Goodale - 2001 - Behavioral and Brain Sciences 24 (5):984-985.
    O'Regan & Noë run into some difficulty in trying to reconcile their “seeing as acting” proposal with the perception and action account of the functions of the two streams of visual projections in the primate cerebral cortex. I suggest that part of the problem is their reluctance to acknowledge that the mechanisms in the ventral stream may play a more critical role in visual awareness and qualia than mechanisms in the dorsal stream.
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  47.  19
    Reality+: Virtual Worlds and the Problems of Philosophy. [REVIEW]Evan Selinger - 2022 - The Philosophers' Magazine 98:110-113.
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  48.  51
    William Sims Bainbridge. The Warcraft Civilization: Social Science in a Virtual World.Bruce J. Petrie - 2010 - Spontaneous Generations 4 (1):270-272.
    New branches of social science primarily engaging the “internet revolution” are appearing alongside mainstream research and journals such as Cyberpsychology, Behavior, and Social Networking are providing social scientists with an outlet of peer-reviewed research. HPS scholars will find new methodologies and the relation of technology to social science of particularly interest. Social scientists are becoming increasingly interested in virtual realities (see Milburn (Spontaneous Generations 2008, 63)) and are declaring time spent “in-game” ethnographic research. William Sims Bainbridge boasts 2300+ hours (...)
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  49.  6
    Spontaneous disorder : conflict-kindling institutions in virtual worlds.Carl David Https://Orcidorg191X Mildenberger - 2018 - .
    This paper analyses the emergence and persistence of disorder due to bellicose (i.e. ‘conflict-kindling’) institutions. It does so relying on a novel empirical approach, examining the predatory and productive interactions of 400,000 users of a virtual world as well as its institutions. The paper finds that while there are many cases of spontaneous order in that virtual world, and while the users are not more conflict-loving as such, bellicose institutions sanctioning suicidal attacks in a supposedly safe region spontaneously (...)
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  50. Virtual Subjectivity: Existence and Projectuality in Virtual Worlds.Daniel Vella & Stefano Gualeni - 2019 - Techné: Research in Philosophy and Technology 23 (2):115-136.
    This paper draws on the notion of the ‘project,’ as developed in the existential philosophy of Heidegger and Sartre, to articulate an understanding of the existential structure of engagement with virtual worlds. By this philosophical understanding, the individual’s orientation towards a project structures a mechanism of self-determination, meaning that the project is understood essentially as the project to make oneself into a certain kind of being. Drawing on existing research from an existential-philosophical perspective on subjectivity in digital game (...)
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