Rodzina współczesna wobec wirtualnej rzeczywistości – między rozrywką a uzależnieniem
Ładowanie...
Data wydania
2011
Autorzy
Tytuł czasopisma
ISSN
1643-8299
eISSN
Tytuł tomu
ISBN
eISBN
Wydawca
Oficyna Wydawnicza AFM
Abstrakt
There are two definitions of the term Virtual Reality (VR) according to the VR
pioneer, Jaron Lanier. The first definition refers to the visual programming technology
(especially in computer games) which uses custom designed tools (like helmets, gloves
and glasses) combined with special effects in order to achieve an illusion of physical
space. The second meaning of the term VR encompasses all the elements of the „alternative”
reality of cyberspace in which people communicate by means of different electronic
devices. As such, VR allows those who participate in these interactions to manipulate and
multiply their digital selves to such an extent as to loose their actual sense of self. VR
technologies are used in a variety of professional capacities such as education, medicine,
engineering, architecture and so on. Some negative consequences occur primarily with
the overuse of VR for entertainment purposes (such as computer games) and include personality
and behavioral changes in younger, adolescent users. There are also larger cultural
infl uences to consider. The mind of a modern user of new technologies cannot keep
up with the pace of societal changes, promoting behaviors which hinder communication,
mutual understanding and cooperation. VR continues to affect the emotional, behavioral
and sensory aspects of the psyche. The invasive persuasion of media and advertising influences people’s habits, opinions and ethics. One of the most disturbing cultural changes
is the confusion of public and private spheres, Facebook friends for family and the substitution
of cyberspace for home life.
Opis
Tematy
Słowa kluczowe
family values, virtual reality, digital identity, persuasion, mind control, computer games, social psychology, personality disorders, behavioral disorders, cognitive science, entertainment, infotainment, cyberspace, communication, cultivation theory, advertising, propaganda, media bias
Źródło
Państwo i Społeczeństwo 2011, nr 3, s. 183-197.