Virtually nothing: Re-evaluating the significance of cyberspace
| Abstract | This paper provides a critical analysis of virtual environments made in recent leisure and cultural studies discussions, which claim virtual reality to be the technotopia of post-modern society. Such positions describe virtual realities as worlds of in nite freedom, which transcend human subjectivity and where identity becomes no longer burdened by the prejudices of persons. Arguing that cyberspace offers little more than a token gesture towards such liberation, the paper suggests a shift in focus from the power relations that might change or remain because of virtual environments, to an awareness of their implications for human beings. Such technologies as chat rooms, the Internet and cyber-sex, are used to illustrate the fundamental challenge of virtual leisure to the human condition. This human condition is often presumed to represent ‘reality/actuality’ and, as such, is said to be in contrast to virtual environments. However, this paper extends its critique of virtual reality, by questioning such a distinction and arguing that new cyber-virtual reality is no more or no less than a sophistication of virtualness that has always re ected the human, embodied experience. Consequently, it is argued how cyberspace is more profound for its challenge to identity construction than for its emancipatory function. | |||||||||
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Paul J. Ford (2001). A Further Analysis of the Ethics of Representation in Virtual Reality: Multi-User Environments. Ethics and Information Technology 3 (2):113-121.
Andreas Martin Lisewski (2006). The Concept of Strong and Weak Virtual Reality. Minds and Machines 16 (2).
Ashley John Craft (2007). Sin in Cyber-Eden: Understanding the Metaphysics and Morals of Virtual Worlds. Ethics and Information Technology 9 (3).
Garry Young (2010). Virtually Real Emotions and the Paradox of Fiction: Implications for the Use of Virtual Environments in Psychological Research. Philosophical Psychology 23 (1):1-21.
Peter Horsfield (2003). Continuities and Discontinuities in Ethical Reflections on Digital Virtual Reality. Journal of Mass Media Ethics 18 (3 & 4):155 – 172.
Thomas C. Anderson (2000). The Body and Communities in Cyberspace: A Mmarcellian Analysis. Ethics and Information Technology 2 (3):153-158.
Beth Coleman (2011). Hello Avatar. Mit Press.
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