- [UNTITLED]
- Acknowledgments
- Contributor Affiliations
- About the Companion Web Site
- Introduction
- The Virtuality and Reality of Avatar Cyberspace
- The Physical and Social Reality of Virtual Worlds
- Envisioning the Virtual
- Being More Than Yourself Virtuality and Human Spirit
- Mythologies of Virtuality “Other Space” and “Shared Dimension” from Ancient Myths to Cyberspace
- The Paradox of Virtuality
- Avatar Psychology
- Not Quite Human What Virtual Characters Have Taught Us about Person Perception
- Emotions and Altered States of Awareness The Virtuality of Reality and the Reality of Virtuality
- Applying Psychological Plausibility to the Uncanny Valley Phenomenon
- The Psychology of Addiction to Virtual Environments The Allure of the Virtual Self
- Being Present in a Virtual World
- Immersion in Virtual Worlds
- Communication in Virtual Worlds
- So Good, They Named It Twice? A Lacanian Perspective on Virtual Reality from Literature and the Other Arts
- History and Cultural Heritage in Virtual Environments
- Flirting, Cheating, Dating, and Mating in a Virtual World
- Cybersex
- A Virtual Assembly Constructing Religion out of Zeros and Ones
- Acoustemologies of the Closet
- Breaking the Fourth Wall? User-Generated Sonic Content in Virtual Worlds
- Sonic Virtuality Understanding Audio in a Virtual World
- Virtual Worlds An Ethnomusicological Perspective
- The Music That’s Not There
- Through the Looking Glass Philosophical Reflections on the Art of Virtual Worlds
- Recreating Visual Reality in Virtuality
- The Translation of Art in Virtual Worlds
- Painting, the Virtual, and the Celluloid Frame
- Virtual Law
- Virtuality in the Sphere of Economics
- On the Role of “Digital Actors” in Entertainment-Based Virtual Worlds
- Evolution in Virtual Worlds
- Virtual Ecologies and Environments
- Computational Modeling of Brain Function and the Human Haptic System at the Neural Spike Level Learning the Dynamics of a Simulated Body
- Distributed Embodiment Real Presence in Virtual Bodies
- Level of Realism Feel, Smell, and Taste in Virtual Environments
- Developing Handheld Augmented Reality Interfaces
- Avoidable Pitfalls in Virtual-World Learning Design
- Medical Clinical Uses of Virtual Worlds
- Military Simulations Using Virtual Worlds
- Ethics at the Boundaries of the Virtual
- The Social Imaginary of Virtual Worlds
- Virtuality and Humanity
- Virtual Dystopia
- An Afterword in Four Binarisms
- Index
Abstract and Keywords
This chapter examines New Media art practices in virtual worlds. It focuses on 3D platforms, multiplayer online role-playing games (MMORPGs) like World of Warcraft (WoW), and multi user virtual environments (MUVEs) like Second Life (SL). It analyzes the translation of these worlds from the tangible to the virtual and considers the “mixed/cybrid” and the formal work of virtual art. It also discusses the four aspects of artistic practice in virtual worlds that relate to the representational modality and the permeability of the boundary between worlds, the associated problems of audience, the context of the virtual or transmediated, and the questions of form.
Keywords: virtual worlds, New Media art practices, MMORPGs, World of Warcraft, MUVEs, Second Life, virtual art
Patrick Lichty: Columbia College, United States
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- [UNTITLED]
- Acknowledgments
- Contributor Affiliations
- About the Companion Web Site
- Introduction
- The Virtuality and Reality of Avatar Cyberspace
- The Physical and Social Reality of Virtual Worlds
- Envisioning the Virtual
- Being More Than Yourself Virtuality and Human Spirit
- Mythologies of Virtuality “Other Space” and “Shared Dimension” from Ancient Myths to Cyberspace
- The Paradox of Virtuality
- Avatar Psychology
- Not Quite Human What Virtual Characters Have Taught Us about Person Perception
- Emotions and Altered States of Awareness The Virtuality of Reality and the Reality of Virtuality
- Applying Psychological Plausibility to the Uncanny Valley Phenomenon
- The Psychology of Addiction to Virtual Environments The Allure of the Virtual Self
- Being Present in a Virtual World
- Immersion in Virtual Worlds
- Communication in Virtual Worlds
- So Good, They Named It Twice? A Lacanian Perspective on Virtual Reality from Literature and the Other Arts
- History and Cultural Heritage in Virtual Environments
- Flirting, Cheating, Dating, and Mating in a Virtual World
- Cybersex
- A Virtual Assembly Constructing Religion out of Zeros and Ones
- Acoustemologies of the Closet
- Breaking the Fourth Wall? User-Generated Sonic Content in Virtual Worlds
- Sonic Virtuality Understanding Audio in a Virtual World
- Virtual Worlds An Ethnomusicological Perspective
- The Music That’s Not There
- Through the Looking Glass Philosophical Reflections on the Art of Virtual Worlds
- Recreating Visual Reality in Virtuality
- The Translation of Art in Virtual Worlds
- Painting, the Virtual, and the Celluloid Frame
- Virtual Law
- Virtuality in the Sphere of Economics
- On the Role of “Digital Actors” in Entertainment-Based Virtual Worlds
- Evolution in Virtual Worlds
- Virtual Ecologies and Environments
- Computational Modeling of Brain Function and the Human Haptic System at the Neural Spike Level Learning the Dynamics of a Simulated Body
- Distributed Embodiment Real Presence in Virtual Bodies
- Level of Realism Feel, Smell, and Taste in Virtual Environments
- Developing Handheld Augmented Reality Interfaces
- Avoidable Pitfalls in Virtual-World Learning Design
- Medical Clinical Uses of Virtual Worlds
- Military Simulations Using Virtual Worlds
- Ethics at the Boundaries of the Virtual
- The Social Imaginary of Virtual Worlds
- Virtuality and Humanity
- Virtual Dystopia
- An Afterword in Four Binarisms
- Index