Virtual World of Video Games

Bibliographic Details
Parent link:Games and Virtual Worlds for Serious Applications (VS-GAMES): Proceedings of 8th International Conference, Barcelona, Spain, 7-9 Sept. 2016. [4 p.].— , 2016
Main Author: Akchelov E. O. Evgeny Olegovich
Corporate Author: Национальный исследовательский Томский политехнический университет (ТПУ) Институт социально-гуманитарных технологий (ИСГТ) Кафедра инженерного предпринимательства (ИП)
Other Authors: Galanina E. V. Ekaterina Vladimirovna
Summary:Title screen
This article is dedicated to the phenomenon of video games virtual world. We have overviewed specific literature that let us formulate the generalized definition of virtual world: computer- based three or two dimensional environment or space that can simulate real world where users represented by avatars are able to communicate or interact simultaneously or synchronically. This definition is quite limited when it comes to virtual non-ICT worlds. To understand the essence of virtual world we referred to postmodern philosophy that implies the possibility of multiple full fledged worlds. We have formulated one thesis stating that virtual world is the universum of simulacra and the second thesis stating that virtual world is fiction, imaginary and illusory, that becomes real and actual in the process of interaction between the Architect of a virtual world and the Beholders. The article proposes a new view on virtual world of video games.
Режим доступа: по договору с организацией-держателем ресурса
Language:English
Published: 2016
Subjects:
Online Access:https://doi.org/10.1109/VS-GAMES.2016.7590379
Format: Electronic Book Chapter
KOHA link:https://koha.lib.tpu.ru/cgi-bin/koha/opac-detail.pl?biblionumber=655443

MARC

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330 |a This article is dedicated to the phenomenon of video games virtual world. We have overviewed specific literature that let us formulate the generalized definition of virtual world: computer- based three or two dimensional environment or space that can simulate real world where users represented by avatars are able to communicate or interact simultaneously or synchronically. This definition is quite limited when it comes to virtual non-ICT worlds. To understand the essence of virtual world we referred to postmodern philosophy that implies the possibility of multiple full fledged worlds. We have formulated one thesis stating that virtual world is the universum of simulacra and the second thesis stating that virtual world is fiction, imaginary and illusory, that becomes real and actual in the process of interaction between the Architect of a virtual world and the Beholders. The article proposes a new view on virtual world of video games. 
333 |a Режим доступа: по договору с организацией-держателем ресурса 
463 1 |t Games and Virtual Worlds for Serious Applications (VS-GAMES)  |o Proceedings of 8th International Conference, Barcelona, Spain, 7-9 Sept. 2016  |v [4 p.]  |d 2016 
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700 1 |a Akchelov  |b E. O.  |c specialist in management, engineering pedagogy  |c senior lecturer, expert at Tomsk Polytechnic University  |f 1989-  |g Evgeny Olegovich  |3 (RuTPU)RU\TPU\pers\37616  |9 20457 
701 1 |a Galanina  |b E. V.  |c specialist in the field of cultural studies and social communication  |c Associate Professor of Tomsk Polytechnic University, Candidate of philosophical sciences  |f 1984-  |g Ekaterina Vladimirovna  |3 (RuTPU)RU\TPU\pers\31078  |9 15308 
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