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Playing the virtual world: The social construction of virtual reality in the entertainment industry.

机译:玩虚拟世界:娱乐业中虚拟现实的社会建构。

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摘要

An important activity in communication and culture is the creation of texts, according to linguistic anthropologists (Silverstein and Urban, 1996). In the 1990s, virtual reality game producers created co-texts of virtual reality by fixing the phenomenal, or the discourse of virtual reality from research and development, and reanimating it in entertainment centers. Critics of these games created a serious-leisure divide but their critiques tended to ignore contextual differences. Using a case study of Virtual World Entertainment, this work demonstrates how the recontextualization of virtual reality resulted in at least three forms of technological differentiation within popular culture. First, virtual reality games are an example of technological variety within the broad label of virtual reality. The games were distinct from other institutions in their use, audience interpretation and site relatedness. Second, entertainment companies integrated virtual reality into their multimedia strategy. This intertextuality between different technological platforms allowed players to demonstrate their competence to participants familiar with the array of texts. Furthermore, virtual reality was metamorphosed and reinterpreted in popular culture. It was borrowed and applied to other forms of leisure, such as animation, online graphics delivery, or arcade and home consoles. Virtual reality game companies had to continually revise their products and change their use of the term in this fast-changing environment. This ongoing adaptation of virtual reality illustrates what anthropologists have called the processes of entextualization and co(n)textualization (Bauman and Briggs, 1990). The entextualization process involves the borrowing of a form from one context, embedding it in another, and reanimating it for its new context. This study explores the interactive and on-going stylization of virtual reality in popular culture in relation to these "iterations of textuality." It contributes to the social studies of technology by showing how context is a product of this stylization by producers and their audiences' performances.
机译:语言人类学家认为,传播和文化中的一项重要活动是创造文本(Silverstein and Urban,1996)。在1990年代,虚拟现实游戏生产商通过修复虚拟现实的现象或研究与开发中的论述,并在娱乐中心进行复活来创建虚拟现实的共文本。这些游戏的批评者造成了严重的休闲鸿沟,但他们的批评倾向于忽略语境差异。通过对虚拟世界娱乐的案例研究,这项工作证明了虚拟现实的重新关联化如何导致流行文化中至少三种形式的技术差异。首先,虚拟现实游戏是虚拟现实广泛标签中技术多样性的一个例子。这些游戏在使用,受众解释和网站相关性方面与其他机构截然不同。其次,娱乐公司将虚拟现实整合到他们的多媒体策略中。不同技术平台之间的这种互文性使玩家可以向熟悉文本系列的参与者展示自己的能力。此外,虚拟现实在大众文化中得到了变形和重新诠释。它被借用并应用于其他休闲形式,例如动画,在线图形交付或拱廊和家用游戏机。虚拟现实游戏公司必须在这种瞬息万变的环境中不断修改产品并更改其使用方式。对虚拟现实的这种不断适应说明了人类学家所说的文本化和共文本化的过程(Bauman and Briggs,1990)。上下文化过程涉及从一种上下文中借用一种形式,将其嵌入另一种形式中,然后为新的上下文重新激活它。这项研究探索了与这些“文本性迭代”有关的流行文化中虚拟现实的互动性和持续性。它通过显示上下文是生产者及其受众的表演如何形成这种风格的产物,从而为技术的社会研究做出了贡献。

著录项

  • 作者

    Tew, Chad Rory.;

  • 作者单位

    Indiana University.;

  • 授予单位 Indiana University.;
  • 学科 Mass Communications.
  • 学位 Ph.D.
  • 年度 2003
  • 页码 171 p.
  • 总页数 171
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 传播理论;
  • 关键词

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