2014
DOI: 10.1016/j.sbspro.2014.08.324
|View full text |Cite
|
Sign up to set email alerts
|

Virtual World of Computer Games: Reality or Illusion?

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
7
0
1

Year Published

2016
2016
2024
2024

Publication Types

Select...
4
3

Relationship

0
7

Authors

Journals

citations
Cited by 9 publications
(8 citation statements)
references
References 1 publication
0
7
0
1
Order By: Relevance
“…the impact of computer reality (the fictional world of video games) on the real world of the recipient and their intersection with the subsequent formation of a superposition [7];…”
Section: Literature Reviewmentioning
confidence: 99%
“…the impact of computer reality (the fictional world of video games) on the real world of the recipient and their intersection with the subsequent formation of a superposition [7];…”
Section: Literature Reviewmentioning
confidence: 99%
“…However, these technologies have enormous underestimated potential. The potential of augmented reality technologies lies in the possibility of organizing a new type of social interaction (Samoylova, 2014).…”
Section: The Augmented Reality Web 40 As a Trend Of The Futurementioning
confidence: 99%
“…While virtual spaces have the ability to shift the locus of human agency to allow for the transgression of corporeal boundaries to be experienced in very real ways (Bauman, 2003;McRae, 1996;Samoylova, 2014;Stone, 1995), the realism of this experience is not popularly acknowledged by those who frequent the virtual spaces that I analyse in this study. Instead, users tend to have an assumption that virtual experience is disembodied and because of this disembodiment, virtual interactions are popularly seen as less realistic.…”
Section: Forewordmentioning
confidence: 98%
“…As I have introduced, the magic circle does not have to be a concept strictly applied to a virtual space, provided offline spaces involve elements of gameplay where interactions take place within the context of alternate or "special" meanings and rules. From an analytical standpoint, this can have two consequences: first, these alternate rules and meanings can be positioned by theorists as superseding conventional rules, norms and meanings that govern social interactions, which, as game scholars point out, do not disappear within gamespaces or within the magic circle (Consalvo, 2012;Nieuwdorp, 2005;Samoylova, 2014;Zimmerman, 2012). This supersedence can take these more conventional yet still present systems of meaning outside of analytical purview, ultimately ignoring saliently meaningful contexts for communicative interactions that are still present within the magic circle.…”
Section: -Gamespaces and The Magic Circlementioning
confidence: 99%
See 1 more Smart Citation