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This is the first book to present an aesthetics of virtual reality
media. It situates virtual reality media in terms of the philosophy
of the arts, comparing them to more familiar media such as
painting, film and photography. When philosophers have approached
virtual reality, they have almost always done so through the lens
of metaphysics, asking questions about the reality of virtual items
and worlds, about the value of such things, and indeed, about how
they may reshape our understanding of the "real" world. Grant
Tavinor finds that approach to be fundamentally mistaken, and that
to really account for virtual reality, we must focus on the medium
and its uses, and not the hypothetical and speculative instances
that are typically the focus of earlier works. He also argues that
much of the cultural and metaphysical hype around virtual reality
is undeserved. But this does not mean that virtual reality is
illusory or uninteresting; on the contrary, it is significant for
the altogether different reason that it overturns much of our
understanding of how representational media can function and what
we can use them to achieve. The Aesthetics of Virtual Reality will
be of interest to scholars and advanced students working in
aesthetics, philosophy of art, philosophy of technology,
metaphysics, and game studies.
This collection of essays is devoted to the philosophical
examination of the aesthetics of videogames. Videogames represent
one of the most significant developments in the modern popular
arts, and it is a topic that is attracting much attention among
philosophers of art and aestheticians. As a burgeoning medium of
artistic expression, videogames raise entirely new aesthetic
concerns, particularly concerning their ontology, interactivity,
and aesthetic value. The essays in this volume address a number of
pressing theoretical issues related to these areas, including but
not limited to: the nature of performance and identity in
videogames; their status as an interactive form of art; the ethical
problems raised by violence in videogames; and the representation
of women in videogames and the gaming community. The Aesthetics of
Videogames is an important contribution to analytic aesthetics that
deals with an important and growing art form.
This collection of essays is devoted to the philosophical
examination of the aesthetics of videogames. Videogames represent
one of the most significant developments in the modern popular
arts, and it is a topic that is attracting much attention among
philosophers of art and aestheticians. As a burgeoning medium of
artistic expression, videogames raise entirely new aesthetic
concerns, particularly concerning their ontology, interactivity,
and aesthetic value. The essays in this volume address a number of
pressing theoretical issues related to these areas, including but
not limited to: the nature of performance and identity in
videogames; their status as an interactive form of art; the ethical
problems raised by violence in videogames; and the representation
of women in videogames and the gaming community. The Aesthetics of
Videogames is an important contribution to analytic aesthetics that
deals with an important and growing art form.
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