Virtual Worlds as Philosophical Tools - Stefano Gualeni

Virtual Worlds as Philosophical Tools

How to Philosophize with a Digital Hammer

(Autor)

Buch | Hardcover
194 Seiten
2015 | 1st ed. 2015
Palgrave Macmillan (Verlag)
978-1-137-52177-4 (ISBN)
106,95 inkl. MwSt
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.

Stefano Gualeni is a philosopher and videogame designer. He released his first commercial video game at the age of sixteen and gained a Ph.D. in Philosophy from the Erasmus University of Rotterdam. Gualeni lectures and researches in game design, game studies, and the philosophy of technology at the Institute of Digital Games, University of Malta.

1. The Questions Concerning Digital Technology
2. A Reflection On Metaphysical Thought And Its Technological ' 'Overcoming ' '
3. Worlds In The Age Of Their Digital Simulation
4. Thinking With Virtual Worlds
5. Augmented Ontologies And A Challenge To Western Philosophy: Videogames And Simulations As Mediators Of Human Thought And Experience
6. Positionality In The Digital Age: Virtual Bodies And The Effects Of Virtual Experiences
7. Virtual Worlds As Poetic Allegories
8. Virtual Worlds And The Human Condition: Cognitive, Perceptual, Critical, And Operational Limitations

Erscheint lt. Verlag 10.8.2015
Zusatzinfo XVI, 194 p.
Verlagsort Basingstoke
Sprache englisch
Maße 140 x 216 mm
Themenwelt Geisteswissenschaften Philosophie Allgemeines / Lexika
Informatik Software Entwicklung Spieleprogrammierung
Naturwissenschaften
ISBN-10 1-137-52177-5 / 1137521775
ISBN-13 978-1-137-52177-4 / 9781137521774
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
2D- und 3D-Spiele entwickeln

von Thomas Theis

Buch | Softcover (2023)
Rheinwerk (Verlag)
29,90