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Virtual worlds, real knowledge: towards a hermeneutics of virtuality
Abstract
What is the ‘virtual’ and what types of phenomena can be so described? This article tries to establish the context within which this unclear and ideological term can be constructive. Phrases such as ‘virtual community’ are paradoxical and weak, but ‘virtual’ applied cognitively to simulated phenomena, such as virtual worlds or computer games, has validity and represents an alternative discourse mode to narratives and storytelling in conveying experience and knowledge.
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Metadata
- Authors
- AARSETH, E.
- Affiliations
- University of Bergen (NO)
- Corresponding author
- AARSETH, ESPEN
- ORCID
- AARSETH, ESPEN
- Venue
- European Review
- Publisher
- Cambridge University Press (CUP)
- Published
- 2001-05
- Volume
- 9
- Issue
- 2
- Pages
- 227-232
- ISSN
- 1062-7987 (ISSN-L)
- 1474-0575
- OpenAlex
- W2082530923
- Cited by
- 16
- References
- 0
- Citations by year
- 2023: 1 · 2022: 3 · 2020: 4 · 2019: 4 · 2018: 1 · 2017: 1 · 2012: 2
- FWCI
- 0.00
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- European Review (publishedVersion)
- RePEc: Research Papers in Economics (submittedVersion)
- Topics
- Social Sciences › Communication › Cultural Studies and Postmodernism
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Communication › Digital Media and Philosophy
- Keywords
- virtual worlds, virtuality, online communities, video games, simulation, knowledge, discourse, experience
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