Producing intimacy in virtual reality

IF 2.4 2区 文学 Q1 COMMUNICATION
Ragan Glover
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引用次数: 0

Abstract

This article offers an autoethnographic account of the author’s experiences with facilitating relational intimacy in the Oculus Meta Quest 2 virtual reality (VR) platform. In doing so, it provides accounts of the author conversing, playing games, and watching movies with her relational partner. It also details the author’s user practices for contending with such issues as limited social and physical fidelity, functional limitations of the VR device, infrastructural failure, and data privacy. The discussion is organized into three inter-related sections: (1) intimate-affective experiences in VR, (2) the materialities of VR intimacy, and (3) the politics of VR intimacy. The article applies a critical materialist perspective to interrogate how VR environments might contribute to the production of intimate-affective experiences for some users. It demonstrates how these intimate-affective experiences are produced in coordination with the materialities and attendant politics of VR. The article concludes by suggesting that the politics of platforms and infrastructures become the politics of digitally mediated intimacy.
在虚拟现实中制造亲密感
本文以自述的方式介绍了作者在 Oculus Meta Quest 2 虚拟现实(VR)平台上促进亲密关系的经历。为此,文章记述了作者与她的关系伴侣进行对话、玩游戏和看电影的情况。文章还详细介绍了作者在应对社交和物理保真度有限、VR 设备功能限制、基础设施故障和数据隐私等问题时的用户实践。讨论分为三个相互关联的部分:(1) VR 中的亲密情感体验,(2) VR 亲密关系的物质性,(3) VR 亲密关系的政治性。文章从批判唯物主义的视角出发,探讨了 VR 环境是如何帮助某些用户产生亲密情感体验的。文章展示了这些亲密情感体验是如何与 VR 的物质性和随之而来的政治性相协调而产生的。文章最后提出,平台和基础设施的政治成为数字媒介亲密关系的政治。
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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来源期刊
CiteScore
5.80
自引率
7.10%
发文量
98
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