Abstract
Instead of being a world apart from material reality, the virtual world Second Life is intertwined with larger trends associated with Web 2.0 and the "eversion" of cyberspace. A number of recent scholars have begun to explore the relation of textual studies and video games. Games represent sophisticated ideas of what it means to enable on a digital platform the dynamic, networked, collaborative construction of the social text, broadly conceived. A game space is not an infinite virtual reality, but is instead a possibility space in multiple dimensions. Videogames offer humanists serious models for potential networked events of their own—embodied, intermediated, and out in the world.
Original language | American English |
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Journal | Default journal |
Volume | 124 |
DOIs | |
State | Published - Jan 1 2009 |
Keywords
- virtual reality
- videogames
- textuality
- Internet
Disciplines
- Arts and Humanities
- English Language and Literature
- Film and Media Studies