Amanda’s Blog!
Another amazing bgsu blog
 
 
Chapter 2
Posted on September 11th, 2008 at 12:46 am by and

In this chapter the author is continuing his discussion on the virtual world.  He talks about how the western culture dominates contexts from which Secondlife and other virtual worlds derived from.  One of the histories he talks about in relation to virtual worlds focuses on “the rise of electronic mass media in the late nineteenth century, particularly communication technologies like movies, as well as telephone, telegraph, and television” (p. 36).  TV and movies helped to emphasize visuality.  Other innovations that helped scope this virtual world are that of science fiction and fantasy literature, which helped create the world of secondlife.  In the 1990’s, a number of movies also helped us get a better look at second worlds.  Movies such as the Truman Show, which is the story of a man virtually stuck in a made up world.  In this chapter, the author also discusses how video games helped to shape a virtual world.  One of the games most similar to that of secondlife would be the SIMS, which the author claims “they were self-contained on whatever computer was being used at the time; when that computer was shut off, the simulation disappeared as well” (p. 49).  An important concept in this chapter is that of “techne” which is the combination of the terms technology and technique.  He defines it as “an art or craft, to human action that engages with the world and thereby results in a different world” (p. 55).  Techne is creative, however it is intended to be used to create another virtual world.

Leave a Reply

Your email address will not be published. Required fields are marked *