"Second Life, Video Games, and the Social Text" by Steven E. Jones
 

Document Type

Article

Publication Date

1-2009

Abstract

Instead of being a world apart from material reality, the virtual world Second Life is intertwined with larger trends associated with Web 2.0 and the "eversion" of cyberspace. A number of recent scholars have begun to explore the relation of textual studies and video games. Games represent sophisticated ideas of what it means to enable on a digital platform the dynamic, networked, collaborative construction of the social text, broadly conceived. A game space is not an infinite virtual reality, but is instead a possibility space in multiple dimensions. Videogames offer humanists serious models for potential networked events of their own—embodied, intermediated, and out in the world.

Creative Commons License

Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License
This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.

Plum Print visual indicator of research metrics
PlumX Metrics
  • Citations
    • Citation Indexes: 8
  • Usage
    • Downloads: 1303
    • Abstract Views: 226
  • Captures
    • Readers: 37
  • Social Media
    • Shares, Likes & Comments: 3659
see details

Share

COinS