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Living in Dsytopa? Digital (Non-) Places in Postmodern Films and in the Internet

Lars Dittmer

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ISBN 10: 3640123360 / ISBN 13: 9783640123360
Published by Grin Verlag
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64 pages. Dimensions: 8.2in. x 5.8in. x 0.3in.Seminar paper from the year 2007 in the subject American Studies - Culture and Applied Geography, grade: 1, 3, University of Potsdam (Institut fr AnglistikAmerikanistik), course: Seminar: Der Fremde. Bausteine zu einer kineastischen Anthropolgie, language: English, abstract: online gaming has become a standard feature of most games that are put on the market. As a result, online communities and new social relations - the phrase is put in quotation marks with a clear intent here - are established on a permanent basis in these realms with after-effects that seem to be barely controllable by the societies. The people who participate in such games, mostly boys and men between 13 and 25, are confronted with a completely new type of social pressure - online obligations. They are grouped in online guilds that meet and play at certain times of the day, there are special events in which they are expected to join, and if they are not investing a certain span of time daily into their online-characters - which need to be advanced - they are outdone by other guilds or members of their own groups. Indeed they are spending days of their lives in these realms, which allows for the statement that these places have become anthropospheres, spaces that are filled with human life and everything it entails. The potential to lose contact with real life (rl as it is called among players) is massive. Early the culture industry has been fascinated with living in alternative or simulated realities and its perpetual oscillation between utopia and dystopia (Durham 5). Many visions, as I shall point out in this term paper, presage todays developments to an astonishing degree - sure enough the ones I deal with are rather dystopian. Notably, the most prominent in recent years has been the 1999 film Matrix by the Wachowski brothers, which has been extended to a trilogy. Also science has come up with certain models that can be employed to conceptualize these spaces - I will outline s This item ships from multiple locations. Your book may arrive from Roseburg,OR, La Vergne,TN. Bookseller Inventory # 9783640123360

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Bibliographic Details

Title: Living in Dsytopa? Digital (Non-) Places in ...

Publisher: Grin Verlag

Binding: Paperback

Book Condition:New

Book Type: Paperback

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Seminar paper from the year 2007 in the subject American Studies - Culture and Applied Geography, grade: 1,3, University of Potsdam (Institut für Anglistik/Amerikanistik), course: Seminar: Der Fremde. Bausteine zu einer kineastischen Anthropolgie, language: English, abstract: online gaming has become a standard feature of most games that are put on the market. As a result, online communities and new „social relations" - the phrase is put in quotation marks with a clear intent here - are established on a permanent basis in these realms with after-effects that seem to be barely controllable by the societies. The people who participate in such games, mostly boys and men between 13 and 25, are confronted with a completely new type of social pressure - online obligations. They are grouped in online „guilds" that meet and play at certain times of the day, there are special events in which they are expected to join, and if they are not investing a certain span of time daily into their online-characters - which need to be advanced - they are outdone by other guilds or members of their own groups. Indeed they are spending days of their lives in these realms, which allows for the statement that these places have become anthropospheres, spaces that are filled with human life and everything it entails. The potential to lose contact with real life (rl as it is called among players) is massive. Early the culture industry has been fascinated with living in alternative or simulated realities and its „perpetual oscillation between utopia and dystopia" (Durham 5). Many visions, as I shall point out in this term paper, presage today's developments to an astonishing degree - sure enough the ones I deal with are rather dystopian. Notably, the most prominent in recent years has been the 1999 film „Matrix" by the Wachowski brothers, which has been extended to a trilogy. Also science has come up with certain models that can be employed to conceptualize these spaces - I will outline s

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