Drawing on the work of Raymond Williams, this paper examines avatar culture through the interplay of emergent and residual forces. A dual process is at work in the formation of cultural identities in which the enabling conditions of virtual worlds are understood alongside and in relation to pre-existing off-line phenomenon. Avatar culture confirms structure for participants, especially in relation to gender and sexuality, whilst at the same time providing a reflexive space to break with pre-existing features of social identity. Virtual environments are thus microcosms of a grounded cultural materiality that is simultaneously improvised on and transformed. With regard to the distinctive aspects of avatar culture the paper focuses on issues o...
Virtual Reality (VR) is considered the next major communication tool and its potential has been desc...
Virtual Reality (VR) is considered the next major communication tool and its potential has been desc...
This project looks specifically at the concepts of presence and performance in multi-user virtual en...
Social VR expresses human subjectivities on multiple scales, from within its computational structure...
This thesis addresses how virtual reality technologies are being developed to shape a cultural polit...
Immersive virtual environments can be either non-interactive or interactive. In the latter case, a k...
Virtual worlds are utterly contrived and artificial simulations of the actual world. As such, they o...
A recent UK study forecasting how our identities will change in the following decade noted that unti...
Due to the growing popularity of video games, gaming itself has become a shared experience among med...
Virtual worlds in their graphical forms have been used since the mid-1980s (Yakal 1986, p.32), prima...
This paper looks into the implications of avatarization regarding self-construction and self-present...
Are avatars simply a vehicle of sorts, allowing us to move about in an otherwise inaccessible digita...
Over the past five years, millions of actors have found it meaningful to move in and settle down in ...
This research is a grounded theory study of the Indian Diaspora in the online, immersive, virtual wo...
Virtual worlds are becoming more and more recognized for its social capabilities. It\u27s making a s...
Virtual Reality (VR) is considered the next major communication tool and its potential has been desc...
Virtual Reality (VR) is considered the next major communication tool and its potential has been desc...
This project looks specifically at the concepts of presence and performance in multi-user virtual en...
Social VR expresses human subjectivities on multiple scales, from within its computational structure...
This thesis addresses how virtual reality technologies are being developed to shape a cultural polit...
Immersive virtual environments can be either non-interactive or interactive. In the latter case, a k...
Virtual worlds are utterly contrived and artificial simulations of the actual world. As such, they o...
A recent UK study forecasting how our identities will change in the following decade noted that unti...
Due to the growing popularity of video games, gaming itself has become a shared experience among med...
Virtual worlds in their graphical forms have been used since the mid-1980s (Yakal 1986, p.32), prima...
This paper looks into the implications of avatarization regarding self-construction and self-present...
Are avatars simply a vehicle of sorts, allowing us to move about in an otherwise inaccessible digita...
Over the past five years, millions of actors have found it meaningful to move in and settle down in ...
This research is a grounded theory study of the Indian Diaspora in the online, immersive, virtual wo...
Virtual worlds are becoming more and more recognized for its social capabilities. It\u27s making a s...
Virtual Reality (VR) is considered the next major communication tool and its potential has been desc...
Virtual Reality (VR) is considered the next major communication tool and its potential has been desc...
This project looks specifically at the concepts of presence and performance in multi-user virtual en...