The Virtual World and the Digital Apocalypse

The Virtual World and the Digital Apocalypse PDF Author: Aragula Satyen Rao
Publisher:
ISBN:
Category :
Languages : en
Pages : 44

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Book Description

The Virtual World and the Digital Apocalypse

The Virtual World and the Digital Apocalypse PDF Author: Aragula Satyen Rao
Publisher:
ISBN:
Category :
Languages : en
Pages : 44

Get Book Here

Book Description


Echoes of Tomorrow

Echoes of Tomorrow PDF Author: Jacob McCoy
Publisher:
ISBN:
Category : Fiction
Languages : en
Pages : 0

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Book Description
The year was 2034; the world had transformed into a digital utopia. Once a tool to simplify tasks, technology had become society's very fabric. Artificial intelligence managed everything from climate control to global finance, and virtual reality was the preferred mode of travel. Humanity has achieved unprecedented levels of efficiency and comfort. Yet, beneath this sleek veneer of progress, a digital storm was brewing.

Exodus to the Virtual World

Exodus to the Virtual World PDF Author: Edward Castronova
Publisher: Macmillan
ISBN: 0230607853
Category : Business & Economics
Languages : en
Pages : 256

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Book Description
Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.

End-Game

End-Game PDF Author: Lorenzo DiTommaso
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110752867
Category : Games & Activities
Languages : en
Pages : 331

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Book Description
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.

All and Nothing

All and Nothing PDF Author: Martin Burckhardt
Publisher: MIT Press
ISBN: 0262342758
Category : Social Science
Languages : en
Pages : 104

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Book Description
Why 1 = presence and 0 = absence and the digital world formula is x = xn: an exploration of meaning in a universe of infinite replication. In the beginning was the Zero, and the Zero was with God, and God was the One. —All and Nothing In 1854, the British mathematician George Boole presented the idea of a universe the elements of which could be understood in terms of the logic of absence and presence: 0 and 1, all and nothing—the foundation of binary code. The Boolean digits 0 and 1 do not designate a quantity. In the Boolean world, x times x always equals x; all and nothing meet in the formula x = xn. As everything becomes digitized, God the clockmaker is replaced by God the programmer. This book–described by its authors as “a theology for the digital world”—explores meaning in a digital age of infinite replication, in a world that has dissolved into information and achieved immortality by turning into a pure sign. All and Nothing compares information that spreads without restraint to a hydra—the mythological monster that grew two heads for every one that was cut off. Information is thousand-headed and thousand-eyed because Hydra's tracks cannot be deleted. It shows that when we sit in front of a screen, we are actually on the other side, looking at the world as an uncanny reminder of the nondigitized. It compares our personal data to our shadows and our souls, envisioning the subconscious laid out on a digital bier like a corpse. The digital world, the authors explain, summons forth fantasies of a chiliastic or apocalyptic nature. The goal of removing the representative from mathematics has now been achieved on a greater scale than Boole could have imagined.

Living and Dying in a Virtual World

Living and Dying in a Virtual World PDF Author: Margaret Gibson
Publisher: Springer
ISBN: 3319760998
Category : Social Science
Languages : en
Pages : 160

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Book Description
This book takes readers into stories of love, loss, grief and mourning and reveals the emotional attachments and digital kinships of the virtual 3D social world of Second Life. At fourteen years old, Second Life can no longer be perceived as the young, cutting-edge environment it once was, and yet it endures as a place of belonging, fun, role-play and social experimentation. In this volume, the authors argue that far from facing an impending death, Second Life has undergone a transition to maturity and holds a new type of significance. As people increasingly explore and co-create a sense of self and ways of belonging through avatars and computer screens, the question of where and how people live and die becomes increasingly more important to understand. This book shows how a virtual world can change lives and create forms of memory, nostalgia and mourning for both real and avatar based lives.

Godwired

Godwired PDF Author: Rachel Wagner
Publisher: Routledge
ISBN: 1136512136
Category : Religion
Languages : en
Pages : 294

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Book Description
Godwired offers an engaging exploration of religious practice in the digital age. It considers how virtual experiences, like stories, games and rituals, are forms of world-building or "cosmos construction" that serve as a means of making sense of our own world. Such creative and interactive activity is, arguably, patently religious. This book examines: the nature of sacred space in virtual contexts technology as a vehicle for sacred texts who we are when we go online what rituals have in common with games and how they work online what happens to community when people worship online how religious "worlds" and virtual "worlds" nurture similar desires. Rachel Wagner suggests that whilst our engagement with virtual reality can be viewed as a form of religious activity, today’s virtual religion marks a radical departure from traditional religious practice – it is ephemeral, transient, rapid, disposable, hyper-individualized, hybrid, and in an ongoing state of flux.

Virtual Society

Virtual Society PDF Author: Herman Narula
Publisher: Currency
ISBN: 0593239970
Category : Business & Economics
Languages : en
Pages : 289

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Book Description
“A fascinating, provocative case that the metaverse will not merely transform our virtual experience—it may actually enrich the quality of our lives” (Adam Grant)—from the visionary co-founder of one of today’s most innovative technology companies “This important book offers a highly persuasive argument that the metaverse, a new kind of virtual world, marks a profound next stage in this long human quest for fulfillment through creation.”—Chris Anderson, head of TED The concept of “the metaverse” has exploded in the public consciousness, but its contours remain elusive. Is it merely an immersive virtual reality playground, one that Facebook and other platforms will angle to control? Is it simply the next generation of massive multiplayer online games? Or is it something more revolutionary? As pioneering technologist Herman Narula shows, the metaverse is the latest manifestation of an ancient human tendency: the act of worldbuilding. From the Egyptians, whose conception of death inspired them to build the pyramids, to modern-day sports fans, whose passion for a game inspires extreme behavior, humans have long sought to supplement their day-to-day lives with a rich diversity of alternative experiences. Rooting his vision in history and psychology, Narula argues that humans’ intrinsic need for autonomy, accomplishment, and connection can best be met in virtual “worlds of ideas,” where users have the chance to create and exchange meaning and value. The metaverse is both the growing set of fulfilling digital experiences—ranging from advanced gaming to concerts and other entertainment events and even to virtual employment—and the empowering framework that allows these spaces to become “networks of useful meaning.” Bloomberg Intelligence recently predicted that the metaverse will become an $800 billon industry by 2024. But its implications, argues Narula, will lead to far more awe-inspiring possibilities than a spigot of cash. The arrival of the metaverse marks the beginning of a new age of exploration—not outward, but inward—with the potential to reshape society and open the door to a new understanding of the human species and its capabilities. Rigorously researched and passionately argued, Virtual Society is a provocative and essential guide for anyone who wants to go beyond superficial headlines to understand the true contours and potential of our virtual future.

Digital Cultures, Lived Stories and Virtual Reality

Digital Cultures, Lived Stories and Virtual Reality PDF Author: Thomas Maschio
Publisher: Routledge
ISBN: 1000484475
Category : Social Science
Languages : en
Pages : 169

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Book Description
This book focuses on the meaning and experience of digital practice, emerging from work in the world of business and drawing on recent anthropological thinking on digital culture. Tom Maschio suggests that the digital is a space of a new "story culture" and considers the lived experience of new technologies. The chapters cover: storytelling in journalism and business with the new technology of virtual reality, the emerging meanings of social media and community building in the digital space, the uses and meanings of visual imagery online, and the cultural meanings of smartphone technology use and the "mobile life." The book incorporates ideas from humanistic anthropology and phenomenology in order to bring business problems into alignment with human concerns and desires, and to show the application of anthropological ideas to real-world issues. As well as anthropologists, the book will be valuable to business students and professionals interested in the digital realm.

Online Worlds: Convergence of the Real and the Virtual

Online Worlds: Convergence of the Real and the Virtual PDF Author: William Sims Bainbridge
Publisher: Springer Science & Business Media
ISBN: 184882825X
Category : Computers
Languages : en
Pages : 317

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Book Description
William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.