Nobody downloaded yet

Cyber Culture and the Virtual Worlds - Essay Example

Comments (0) Cite this document
Summary
The author concludes that social networking sites give more evidence to the popularity of interactive programs and to the scope of the concept of a virtual world. We can comprehend that the cyberculture has a greater reach in the culture and the scope of the virtual world to expand is great…
Download full paperFile format: .doc, available for editing
GRAB THE BEST PAPER91.5% of users find it useful
Cyber Culture and the Virtual Worlds
Read TextPreview

Extract of sample "Cyber Culture and the Virtual Worlds"

Download file to see previous pages “The lessons of computers today have to do not with calculation and rules, but with simulation, navigation, and interaction. The very image of the computer as a giant calculator has become quaint and dated… Today they use the shelf products to manipulate the simulated desktops, draw with simulated paints and brushes, and fly in the simulated airplane cockpits.” (Turkle, 1995, p 238).
Most significantly, we need to identify the emergence of a cyberculture which widens the scope for this virtual world existence. Many often we identify the characteristics of popular culture in the cyberculture. “Like all forms of culture, cyber-culture is, in part, a product of the stories we tell about it. Indeed the tales we tell over coffee, read in Wired, Newsweek, and The New York Times, and watch in movies like The Net, The Matrix, and The Disclosure, inform the ways in which we engage in cyberculture.” (Silver, p.26). One of the most recognizable results of this culture is the creation of a cyberspace which provides an opportunity for you to be in a creative virtual world in which you can assume any avatar you like or cover up any inability or limitation you experience in the real life. In this essay, we discuss the characteristics of such virtual world existence and the life of avatars in two parts and identify some of the differences between the virtual world existence and the real world experience. Thus, “cyberculture is best comprehended as a series of negotiations that take place both online and off.” (Silver, p.30).
An avatar is “a Sanskrit word originally referring to the visible forms adopted by Hindu gods to represent themselves in this, our lesser, mortal world. Online cultures nicked the term to name the digital forms that represent us in virtual worlds… We fall in love there. ...Download file to see next pagesRead More
Cite this document
  • APA
  • MLA
  • CHICAGO
(“Not Found (#404) - StudentShare”, n.d.)
Not Found (#404) - StudentShare. Retrieved from https://studentshare.org/social-science/1712483-essay
(Not Found (#404) - StudentShare)
Not Found (#404) - StudentShare. https://studentshare.org/social-science/1712483-essay.
“Not Found (#404) - StudentShare”, n.d. https://studentshare.org/social-science/1712483-essay.
  • Cited: 0 times
Comments (0)
Click to create a comment or rate a document

CHECK THESE SAMPLES OF Cyber Culture and the Virtual Worlds

Hacker Culture and Cyber Security Issues

...? Hacker Culture and Cyber Security Issues Introduction Hacker culture is the composition of human manifestation and experiences that are related to the exploitation of software and hardware. It has existed for many years and has constant influence in various societies across the world. Following the advancing computer knowledge in the current world, hacker culture is increasingly making its way to people’s lives. There are three types of hackers which include the black hat hacker, white hat hacker and the grey hat hacker. The three types of hackers have different intentions and motivations in their activities across the internet. Black hat hackers are the most daring because they use their knowledge to obtain information and data... for...
10 Pages(2500 words)Assignment

Virtual Culture

..., it is they who get inspired and affected the most. Every child searches for the Harry Potter in his/her own life and become a part of that magical world. So it is now up to the creationists of the virtual cultures how to influence the children in shaping up their lives. As children gain easier access to information, the role of virtual culture will become ever so important in creating better leaders for tomorrow. [4] Does virtual culture erode or enhance our cultural traditions Is that good or bad Each and everything in our lives can be segmented into either good or bad. Each thought will have two...
3 Pages(750 words)Essay

Virtual Worlds, Nonverbal Communication, and Identity

.... The virtual role-playing world can be seen as a good medium for interpersonal communication with other people. The virtual world helps create interpersonal communication that is beyond the nature of race and ethnicity of people. The real life cultural barriers between people vaguely exist in the virtual world because a different kind of culture is created therein. While real world stereotypes are set aside, virtual-based stereotypes exist and are commonly associated with characters based on virtual world attributes. I have an avatar...
1 Pages(250 words)Essay

Using virtual worlds

... Using Virtual Worlds In the present world one of the most important and trendy issues isto do with the interactivity of people. The demands for interaction between people has led to the development of online platforms through which people can interact with each other. The one which is in question in this case is Second Life. This refers to an online virtual world through which users, called residents can be in a position to interact with each other, socialize and also create virtual property and trade virtually with each other. For the purpose of getting to understand the issues involved, it may be of the essence to examine some of the pertinent facts related to the site. The sign up process is one which is rather easy and one... Using...
2 Pages(500 words)Essay

Gaming War: Medievalism in Virtual Worlds

...[6 December Gaming War: Medievalism in Virtual Worlds Answer Although Massive Multiplayer Online (Role-Playing) Games (MMOG) seem to reflect particular aspects of the theory of “just war”, some of the rules in Augustine seem to have been changed in these games (Losh 159). One particular rule in Augustine that was changed in the World of Warcraft is the concept of civilized conduct of warfare or specifically the objective of the warfare. The goal in a warfare in the “just war” theory was quoted in the writing of Elizabeth Losh as, “the ultimate objective of battle is to avoid future conflict” (Losh 162). In the writing of Cicero, “It follows that wars should be undertaken for the one...
2 Pages(500 words)Essay

Part 2 Gaming War: Medievalism in Virtual Worlds

...[9 December Gaming War: Medievalism in Virtual Worlds Answer While producers of Massive Multiplayer Online (Role-Playing) Games [MMOGs] are the ones who created the characters in these games, it is history that had largely contributed in the creation of good vs. evil characters present in the gameplay. The MMOG’s producers give representation of the supposed personalities of the characters in the games through the appearance, costumes, and cultures among others. Although these representations seem to effectively portray the roles of the characters in the game, the depiction of these characters in the past still affect the notion of the players toward these characters. The Orcs of...
2 Pages(500 words)Essay

Youth Culture: Cyber Bullying

...Youth Culture: Cyber Bullying Problem ment Youth correlates with many subcultures that they often show in the way they dress, their attitude,and even to music. The youth cultures today are extremely exposed to the cyber world, such as using the internet. The internet is one of the ways that prove the evolution of technology. Many people would agree that using the internet makes life easier than before, especially to the youth. The advantages that the Internet provides to the users, whether for school, work and even to leisure times, prove the growth of technology. Despite all the advantages it provides, the growth of the Internet is also the growth of...
4 Pages(1000 words)Essay

VIRTUAL WORLDS, VIDEO GAMES &GAMES

...Running Head: THE CREATED IDENTTY/GENDER/SEXUALITY IN VIDEO GAMES The Created Identity as it Relates to Gender and Sexuality in Video Games Name Student Number Course Number Date Instructor’s Name The Created Identity as it Relates to Gender and Sexuality in Video Games Introduction Video games and the virtual world have created a whole new realm in which socialization and identity has been redefined by the nature of control that is created in these worlds. The created identity is the avatar, a usually humanoid creation that often has a great deal of options for customization through which the individual in the game is represented. The game avatar is a representation of a created...
10 Pages(2500 words)Research Paper

Cyber Worlds

...INTERNET ACCESS FOR INMATES The world has changed a lot in the information sector from the dark stage to the now efficientand dependable stage. Internet has been very instrumental in making information passing easy and connecting people. The internet can offer a lot of knowledge as well as training individual on various courses. However, everything that is advantageous always has its own disadvantages. The internet has destroyed morals and has made it easy for crime committers to do their job easily. Different countries have their own rules of prisons some of which allow the inmates to access the internet and others deny them that chance. People have different arguments on this controversial issue some considering it as...
5 Pages(1250 words)Essay

Information Communication Technology Learning with Virtual Worlds

...to improve the welfare of an identified target group which share common values and norms but when it comes to distance learning, the people involved are not closely related in that they may not share the same values. In other words, the learners may be motivated to learn as a result of the benefits that are likely to be enjoyed after the successful completion of their studies. The new information and communication technology has removed geographical boundaries which can lead to the gradual erosion of the concept of cohesive social fabric which states that people from an identified society share the same values and norms. Knowledge is relative in most cases and culture and language constitute the individual’s symbolic...
22 Pages(5500 words)Essay
sponsored ads
We use cookies to create the best experience for you. Keep on browsing if you are OK with that, or find out how to manage cookies.

Let us find you another Essay on topic Cyber Culture and the Virtual Worlds for FREE!

Contact Us