The Digital Cultural Identity on the Space Drawed in Virtual Games and Representatıve

Hülya Semiz Türkoğlu, Süleyman Türkoğlu
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引用次数: 3

Abstract

The digital culture created in the virtual space provides a more liberal and open environment for the people, with fewer restrictions from real life. The current research on virtual reality self-expression has mainly been discovered as an independent aspect of the real self. The chapter also analyzes the use and perceptions of virtual users in the virtual world by focusing on the construct that creates different virtual cultural experiences. For this purpose, the “Second Life” game, which provides a three-dimensional and online virtual environment modeled by the real world, is taken as an example. In the survey, we interviewed 10 people from Second Life to find answers to our questions. As a result of their work, Second Life plays a vital digital life in a dynamic digital culture that is different from their real lives in response to the question of how they build a world with communication, culture, identity and lifestyles.
虚拟游戏空间中的数字文化认同与Representatıve
在虚拟空间中创造的数字文化为人们提供了一个更加自由开放的环境,减少了对现实生活的限制。目前对虚拟现实自我表达的研究主要是将其视为真实自我的一个独立方面。本章还通过关注创造不同虚拟文化体验的结构,分析了虚拟用户在虚拟世界中的使用和感知。为此,本文以“第二人生”游戏为例,该游戏提供了一个以现实世界为模型的三维在线虚拟环境。在调查中,我们采访了10位来自第二人生的人来寻找我们问题的答案。作为他们工作的结果,第二人生在一个动态的数字文化中扮演着重要的数字生活,这与他们的现实生活不同,以回应他们如何建立一个具有交流、文化、身份和生活方式的世界的问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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