Second Life, Video Games, and the Social Text

Research output: Contribution to journalArticlepeer-review

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 languageAmerican English
JournalDefault journal
Volume124
DOIs
StatePublished - Jan 1 2009

Keywords

  • virtual reality
  • videogames
  • textuality
  • Internet

Disciplines

  • Arts and Humanities
  • English Language and Literature
  • Film and Media Studies

Cite this