Aesthetics of Virtual Reality

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A01=Grant Tavinor
aesthetics
aesthetics of immersive digital experiences
aesthetics of videogames
Al Haytham
AR
Arnolfini Portrait
Author_Grant Tavinor
Category=AKLF
Category=QDTN
Category=UDBV
deflating virtual worlds
depictive realism
digital media theory
egocentric picturing
Egocentric Space
eq_art-fashion-photography
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Error Theory
functional realism
game studies research
Grant Tavinor
HTC Vive
Ibn Al Haytham
immersion
immersive environments
Intentional Object
interactivity
Las Meninas
Linear Perspective
Microsoft Flight Simulator
models
ontology of media
Perspective
philosophy of technology
Pictorial Surface
Picture Perception
Picture Space
picturing surface
realism
representational media studies
simulations
tracking
user orientation
video games
Virtual Camera
virtual documentary
virtual fictionalism
Virtual Media
Virtual Objects
virtual reality
Virtual Reality Media
virtual remediation
Virtual Suite
virtual transparency
virtual worlds
virtualisation of the commonplace
virtuality
virutal objects
VR Environment
VR Experience
VR Headset
Wollheim's Theory
Wollheim’s Theory

Product details

  • ISBN 9780367620424
  • Weight: 258g
  • Dimensions: 152 x 229mm
  • Publication Date: 31 May 2023
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography.

When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve.

The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.

Grant Tavinor is Senior Lecturer in Philosophy at Lincoln University, New Zealand. He has published widely on the aesthetics of videogames, virtual worlds, digital media ethics, and the philosophy of technology.

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