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OverviewWho 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. Full Product DetailsAuthor: Stefano GualeniPublisher: Palgrave Macmillan Imprint: Palgrave Macmillan Edition: 1st ed. 2015 Dimensions: Width: 14.00cm , Height: 1.70cm , Length: 21.60cm Weight: 3.747kg ISBN: 9781137521774ISBN 10: 1137521775 Pages: 194 Publication Date: 10 August 2015 Audience: Professional and scholarly , Professional & Vocational Format: Hardback Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of Contents1. 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 LimitationsReviewsAuthor InformationStefano 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. Tab Content 6Author Website:Countries AvailableAll regions |