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The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them. As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen? These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws. Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.
The edited volume aims to present a critical analysis of the current state of research on religion and belief systems in the realm of the ‘Digital Social’. The rapid expansion and democratization of digital technologies in conjunction with the significant shifts taking place within the practices of religion and belief through digital technology demand a critical examination across the social sciences and humanities. These changes call for an overview of not only our current methodological tool box but also the epistemological and ethical considerations that researchers must contend with. The proposed volume provides a critical framework that recognizes that the social, and therefore the religious, cannot be fully understood without recognizing how the digital world actively constitutes notions such as identity, social networks, embodiment, and social institutions. While some specific methods will be discussed, the volume’s emphasis remains on the critical epistemological and logistical considerations that are needed when undertaking this form of research.
This book is a study of the phenomena of shadows, meant in a broader sense as “symbolic forms”. The shadow is a less real, “surface” replica of some more real form. From the Platonic point of view, empirical objects are “shadows of ideas”, while from the modern “natural” point of view, shadows are seen and conceived primarily as “weaker” replicas of bodies, which give evidence of their material reality. In the first three essays here, several topics from the Ancient Egypt and Greece to modern arts and sciences are considered, while in the fourth essay, the contemporary virtual reality, cyber-technology and the internet as our parallel “shadow world” are discussed from the philosophical point of view. The main and innovative point of this book is the connection between the meaning of shadows in philosophy and art on the one hand, and their role in modern science and technology on the other. The book will appeal to a wide span of readers, from academic circles, students, and artists, to the general reader interested in the humanities, especially in philosophy and art.
Apocalyptic AI, the hope that we might one day upload our minds into machines or cyberspace and live forever, is a surprisingly wide-spread and influential idea, affecting everything from the world view of online gamers to government research funding and philosophical thought. In Apocalyptic AI, Robert Geraci offers the first serious account of this "cyber-theology" and the people who promote it. Drawing on interviews with roboticists and AI researchers and with devotees of the online game Second Life, among others, Geraci illuminates the ideas of such advocates of Apocalyptic AI as Hans Moravec and Ray Kurzweil. He reveals that the rhetoric of Apocalyptic AI is strikingly similar to that of the apocalyptic traditions of Judaism and Christianity. In both systems, the believer is trapped in a dualistic universe and expects a resolution in which he or she will be translated to a transcendent new world and live forever in a glorified new body. Equally important, Geraci shows how this worldview shapes our culture. Apocalyptic AI has become a powerful force in modern culture. In this superb volume, he shines a light on this belief system, revealing what it is and how it is changing society.
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Apocalyptic AI, the hope that we might one day upload our minds into machines and live forever in cyberspace, is a surprisingly wide-spread and influential idea. Robert Geraci points out that the rhetoric of 'Apocalyptic AI' is strikingly similar to that of the apocalyptic traditions of Judaism and Christianity.
Godwired offers an engaging exploration of religious practice in the digital age. It considers how virtual experiences, like stories, games and rituals, are forms of world-building or "cosmos construction" that serve as a means of making sense of our own world. Such creative and interactive activity is, arguably, patently religious. This book examines: the nature of sacred space in virtual contexts technology as a vehicle for sacred texts who we are when we go online what rituals have in common with games and how they work online what happens to community when people worship online how religious "worlds" and virtual "worlds" nurture similar desires. Rachel Wagner suggests that whilst our engagement with virtual reality can be viewed as a form of religious activity, today’s virtual religion marks a radical departure from traditional religious practice – it is ephemeral, transient, rapid, disposable, hyper-individualized, hybrid, and in an ongoing state of flux.