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Transcending Reality

Robert M. Geraci

in Apocalyptic AI: Visions of Heaven in Robotics, Artificial Intelligence, and Virtual Reality

Published in print:
2010
Published Online:
May 2010
ISBN:
9780195393026
eISBN:
9780199777136
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195393026.003.0003
Subject:
Religion, Religion and Society

The worldview espoused in Apocalyptic AI pop science plays a role in massively multiplayer online games, as shown by the presence of transhumanist religious groups (such as the Order of Cosmic ... More


Apocalyptic AI: Visions of Heaven in Robotics, Artificial Intelligence, and Virtual Reality

Robert Geraci

Published in print:
2010
Published Online:
May 2010
ISBN:
9780195393026
eISBN:
9780199777136
Item type:
book
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195393026.001.0001
Subject:
Religion, Religion and Society

The hope that we might one day upload our minds into robots and, eventually, cyberspace has become commonplace and now affects life across a broad spectrum of western culture. Popular science books ... More


Being There Together: Social Interaction in Shared Virtual Environments

Ralph Schroeder

Published in print:
2010
Published Online:
January 2011
ISBN:
9780195371284
eISBN:
9780199865000
Item type:
book
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195371284.001.0001
Subject:
Psychology, Human-Technology Interaction

Virtual environments provide places for “being there together”, for avatars to interact with each other in computer-generated spaces. They range from immersive systems in which people have life-size ... More


Introduction: Romanticism, Modernity, and Virtual Reality

Peter Otto

in Multiplying Worlds: Romanticism, Modernity, and the Emergence of Virtual Reality

Published in print:
2011
Published Online:
May 2011
ISBN:
9780199567676
eISBN:
9780191725364
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199567676.003.0001
Subject:
Literature, 19th-century Literature and Romanticism, Film, Media, and Cultural Studies

Following a discussion of the online world, ‘Second Life’, the introduction provides a preliminary survey of the virtual realities of the late eighteenth- and early nineteenth-centuries; an overview ... More


The Flow of Faith Online

Robert M. Geraci

in Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.003.0004
Subject:
Religion, Theology

This chapter offers a brief interpretation of Second Life and its history, culminating in three primary issues: the ways residents think about themselves and their avatars; the potential for ... More


Another Life for Religion

Robert M. Geraci

in Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.003.0005
Subject:
Religion, Theology

Second Life enables a wide variety of religious practices that enhance the lives of its residents; churches, synagogues, mosques, temples, and other religious establishments dot ... More


Social Life in Online Worlds

Ralph Schroeder

in Being There Together: Social Interaction in Shared Virtual Environments

Published in print:
2010
Published Online:
January 2011
ISBN:
9780195371284
eISBN:
9780199865000
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195371284.003.0005
Subject:
Psychology, Human-Technology Interaction

A distinction can be made between virtual worlds for gaming and for socializing. This chapter focuses on virtual worlds for socializing, beginning with a history of how these emerged. It provides a ... More


Sacred Second Lives

Robert M. Geraci

in Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.003.0006
Subject:
Religion, Theology

This chapter describes how Second Life was built, in part, as a quasi-religious project, and many of its residents continue to use it for religious purposes. Specifically, Second Life now serves as ... More


Brands and adverworlds

Barrie Gunter

in Kids and Branding In A Digital World

Published in print:
2015
Published Online:
May 2016
ISBN:
9780719097874
eISBN:
9781526104359
Item type:
chapter
Publisher:
Manchester University Press
DOI:
10.7228/manchester/9780719097874.003.0008
Subject:
Society and Culture, Media Studies

This chapter turns attentions to the presence of brands in online virtual worlds that take the form of social communities rather than environments in which specific games are played out. While online ... More


Machinima: From Art Object to Cultural Practice

Dan Pinchbeck and Ricard Gras

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0010
Subject:
Computer Science, Game Studies

This chapter identifies some key factors differentiating Second Life machinima and explores the emergent production methods of this increasingly popular medium. Second Life machinima is essentially ... More


Experiments in Cyber-Liminality

Michael F. Leruth

in Fred Forest's Utopia: Media Art and Activism

Published in print:
2017
Published Online:
May 2018
ISBN:
9780262036498
eISBN:
9780262339926
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262036498.003.0004
Subject:
Art, Visual Culture

Chapter 3 considers Forest’s internet-based art from the mid-1990s through the present, with particular emphasis on ritualistic and festive manifestations of public liminality that take place online ... More


Contested Rituals in Virtual Worlds

Simone Heidbrink, Nadja Miczek, and Kerstin Radde-Antweiler

in Ritual, Media, and Conflict

Published in print:
2011
Published Online:
May 2011
ISBN:
9780199735235
eISBN:
9780199895175
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199735235.003.0006
Subject:
Religion, Religion and Society

This chapter studies disrupted online rituals in virtual worlds such as Second Life and World of Warcraft, examining negotiations concerning the emergence and resolution of ritual conflicts. By ... More


Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Robert M. Geraci

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
book
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.001.0001
Subject:
Religion, Theology

Video games and virtual worlds can rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Online communication provided new ... More


Going Virtual: Virtual Worlds as Educational Tools

Suzanne C. Baker and Monica Reis-Bergan

in Best Practices for Technology-Enhanced Teaching and Learning: Connecting to Psychology and the Social Sciences

Published in print:
2011
Published Online:
March 2015
ISBN:
9780199733187
eISBN:
9780190255824
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199733187.003.0019
Subject:
Psychology, Social Psychology

This chapter explores how online virtual worlds can be used in teaching. It focuses on Second Life (SL), which is currently the most popular virtual world in terms of its use by educators. SL can be ... More


‘A copy – or rather a translation … with numerous sparkling emendations.’ Re-rebuilding the Pompeian Court of the Crystal Palace

Shelley Hales and Nic Earle

in After 1851: The Material and Visual Cultures of the Crystal Palace at Sydenham

Published in print:
2017
Published Online:
September 2017
ISBN:
9780719096495
eISBN:
9781526124135
Item type:
chapter
Publisher:
Manchester University Press
DOI:
10.7228/manchester/9780719096495.003.0009
Subject:
History, Social History

The cry ‘what to do with the Crystal Palace’ continues to reverberate long after the Palace’s fiery demise. Whilst local heritage groups continue to cherish it, its memory has been jeopardised by ... More


Video and Computer Games as Grounding Experiences for Learning

John B. Black, Saadia A. Khan, and Shih-Chieh Doug Huang

in Learning by Playing: Video Gaming in Education

Published in print:
2014
Published Online:
March 2015
ISBN:
9780199896646
eISBN:
9780190256142
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199896646.003.0020
Subject:
Psychology, Developmental Psychology

This chapter focuses on video and computer games as grounding experiences for learning. More specifically, it argues that computer and video games allow players to directly experience what is being ... More


Liturgy, Sacraments, and Virtual Presence

Antonio Spadaro

in Cybertheology: Thinking Christianity in the Era of the Internet

Published in print:
2014
Published Online:
January 2015
ISBN:
9780823256990
eISBN:
9780823261451
Item type:
chapter
Publisher:
Fordham University Press
DOI:
10.5422/fordham/9780823256990.003.0005
Subject:
Religion, Religion and Society

Are the internet and the digital world changing the way we understand the liturgy and the ways in which we live it? Can there be liturgy on the web? Using the McLuhans’ work on the use of electronic ... More


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