La simulación de la cultura a través de los mundos virtuales. El caso de Second Life: un acercamiento al potencial representacional, narrativo y retórico en las nuevas culturas mediáticas.

IF 0.9 Q3 COMMUNICATION
Leonardo Andrés Moreno Toledano, Erika Rogel Villalba
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引用次数: 1

Abstract

Digital technologies developed in the past decade, have consented the birth of a virtual culture, which has transformed the way we communicate and perceive our world. An example of this, are the social networks and the virtual worlds. Between those, in the years 2003-2007, we can mention a plattform known as Second Life, intended to create a virtual place (metaverse) where you could literally live another life. However, this didn’t happen as its creators had planned, from 2008 it waned, and the critics (as their creators) alluded its fall was purely related to technological issues. This essay suggests the probability that the reproduction of outside social structures in Second Life influenced in its fall, even more than technological issues.
通过虚拟世界模拟文化。第二人生案例:新媒体文化中表征、叙事和修辞潜力的研究方法。
在过去十年中,数字技术的发展促成了虚拟文化的诞生,它改变了我们交流和感知世界的方式。社交网络和虚拟世界就是一个例子。在2003-2007年间,我们可以提到一个名为“第二人生”的平台,它旨在创建一个虚拟的地方(虚拟世界),在那里你可以真正过上另一种生活。然而,这并没有像它的创造者所计划的那样发生,从2008年开始,它开始衰落,评论家(作为他们的创造者)暗示它的衰落纯粹与技术问题有关。这篇文章提出了一种可能性,即第二人生中外部社会结构的再生产对其衰落的影响,甚至超过了技术问题。
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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来源期刊
CiteScore
3.30
自引率
7.70%
发文量
34
审稿时长
16 weeks
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