The Expression of Emotions in Men and Avatars? Zur „Bildung der Gefühle“ in virtuellen Umgebungen.
Vortrag auf der Tagung „Die Bildung der Gefühle“ - Interdisziplinäre Tagung des MPI für Bildungsforschung Berlin in Zusammenarbeit mit dem Exzellenzcluster „Languages of Emotion“, Freie Universität Berlin
4. Dezember 2010
No World in Conflict? Konfligierende Menschenbilder im Computerspiel.Felix Schröter
Vortrag „No World In Conflict? Konfligierende Menschenbilder im Computerspiel am Beispiel des transhumanistischen Diskurses in Deus Ex: Human Revolution“ am 31.3.2012 auf der Tagung „Menschenbilder in der Populärkultur: Konflikte und Wandel“ vom 29.-31. März 2012 an der Universität Wien.
Die Figur im Spiel. Entwicklung eines nutzerorientierten Analysemodells für C...Felix Schröter
„Die Figur im Spiel. Entwicklung eines nutzerorientierten Rezeptionsmodells für Computerspielfiguren.“ Vortrag am 8. Mai 2010 im Rahmen des Seminars „Filmfiguren/Spielfiguren. Figurentheorie und Transmedia Storytelling“ an der Universtität Hamburg im Sommersemester 2010.
"Game Studies und Psychoanalyse". Vortrag am 8. November 2014 auf dem Fortbildungstag "Virtuelle Welten und Soziale Medien" der Arbeitsgemeinschaft für integrative Psychoanalyse, Psychotherapie & Psychosomatik (APH), Hamburg.
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Folien zur Veranstaltung "Jahresthema" im Studiengang Intermedia Design der FH Trier.
No World in Conflict? Konfligierende Menschenbilder im Computerspiel.Felix Schröter
Vortrag „No World In Conflict? Konfligierende Menschenbilder im Computerspiel am Beispiel des transhumanistischen Diskurses in Deus Ex: Human Revolution“ am 31.3.2012 auf der Tagung „Menschenbilder in der Populärkultur: Konflikte und Wandel“ vom 29.-31. März 2012 an der Universität Wien.
Die Figur im Spiel. Entwicklung eines nutzerorientierten Analysemodells für C...Felix Schröter
„Die Figur im Spiel. Entwicklung eines nutzerorientierten Rezeptionsmodells für Computerspielfiguren.“ Vortrag am 8. Mai 2010 im Rahmen des Seminars „Filmfiguren/Spielfiguren. Figurentheorie und Transmedia Storytelling“ an der Universtität Hamburg im Sommersemester 2010.
"Game Studies und Psychoanalyse". Vortrag am 8. November 2014 auf dem Fortbildungstag "Virtuelle Welten und Soziale Medien" der Arbeitsgemeinschaft für integrative Psychoanalyse, Psychotherapie & Psychosomatik (APH), Hamburg.
Transmedia Storytelling in Pervasive Games / Alternate Reality GamesMarcus Haberkorn
Kurze Einführung zu Transmedia / Pervasive Games / Alternate Reality Games und zwei Fallbeispiele (I love Bees, The Final Mill).
Folien zur Veranstaltung "Jahresthema" im Studiengang Intermedia Design der FH Trier.
The document summarizes a presentation about the Digital Media Services program at the University of Texas at Austin. The program aimed to advance media literacy among students and faculty by providing resources and training. However, the reality fell short of the visionary dream. Lessons learned included that students rely on PCs, forget skills quickly, and procrastinate. The program also became a critical course component and projects need to be carefully scaled and monitored. Moving forward, the program will track usage, provide more online training, and conduct ongoing assessment.
The document outlines the responsibilities, privacy policies, and rules for students regarding internet use at the new EGHS. Students must use their network user ID and password to access the network, and can get help with forgotten passwords from the technology office. Internet use is limited to assignments, and any information used from websites must be properly cited. The district reserves the right to monitor student directories, files, and messages. Filters are used to block harmful sites but are not guaranteed to block everything. Students cannot download or save programs without teacher approval. All students must have a signed acceptable use policy on file or they will not have computer access. Students are expected to follow netiquette guidelines like being polite, courteous, respectful,
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This document summarizes the history and development of Basque literature, with a focus on the emergence of women writers. It outlines how Basque literature was limited for many years due to political and linguistic factors. It then discusses how women began publishing works in the 19th-20th centuries but were still underrepresented. The document highlights how since the 2000s, there has been a new generation of women writers born in the 1970s-1980s who are receiving significant attention and critical acclaim for their works across various genres and styles. It notes some perceptions of their literature but also emphasizes the diversity within this new generation of women authors.
Find out all about H1B visa lottery and how to improve your selection and approval.
Contact VisaPro at
http://www.visapro.com/Contact-VisaPro/default.asp if you have any questions regarding the H1B Cap 2016, or need help in filing the H1B applications.
La catedrática Dra. Martha Jordan Campos presentó el tema "Empresa en Marcha" a través de un mapa mental creado por el expositor Jorge Luis Manrique Aparicio como parte de la asignatura de Enseñanza Universitaria de la Maestría en Administración de la Universidad Inca Garcilaso de la Vega.
This document discusses support for gifted children in classrooms. It suggests that the quality of thinking is critical for gifted students and outlines several strategies to support them both in and out of the classroom. These include using computers, independent study, having students teach others, and extracurricular activities. The document also discusses identifying gifted students and building lessons around their interests and passions. It proposes blended learning models and innovative opportunities like 3D printing to engage gifted students.
The document discusses biological names and taxonomy. It provides the common name and scientific name for koala bears, listing its taxonomic classification from species to kingdom. It then discusses issues with common names versus scientific names, as well as homonyms and synonyms. The document lists several online resources for looking up organism names, classifications, literature references, texts, images, data, and specimen collections.
This document summarizes a session from UX Camp London in 2010 on how to get a better job. Jason Mesut and Marcvus Mustafa, who have reviewed thousands of CVs and portfolios and interviewed hundreds of candidates, discussed factors for assessing candidates such as first impressions, skills, salary demands, efficiency, and team/company fit. They noted that getting a job depends on standing out from similar CVs, the use of recruiters, lack of proper trial periods for candidates, being junior or senior, referrals, take-home design challenges, and demonstrating involvement through portfolios rather than just finished products.
10th Ceepus – Biomedicine Students’ Council Summer EngSU07
The document announces the 10th CEEPUS Biomedicine Student Council's Summer University on Kidneys to be held from July 23-30, 2007 in Zadar, Croatia. The event is a multidisciplinary conference organized by students from various biomedicine fields that will focus on the physiological roles of the kidney, evaluating kidney function and structure, kidney pathologies and their effects, and the interaction between kidneys and drug therapy.
Medical Information Workshop (23 Jan 2007 )rwakefor
The document provides an overview of biomedical resources available at the British Library, including print and electronic collections. It describes the Library's collection development over time and access policies. Participants were given demonstrations on searching the integrated catalogue and databases. They also received a tour of the science reading rooms housing biomedical materials.
This document provides an overview of Cassandra data modeling concepts and techniques. It discusses Cassandra's data model, architecture, data types, consistency levels, and more. Key concepts covered include defining primary keys, including compound primary keys, working with wide rows for time series data, using materialized views, secondary indexes, counters, and time to live for expiring data. The document uses examples to illustrate these Cassandra features and how to apply different data modeling patterns.
This document contains advice from various Twitter users about agile development practices and building startups. It includes recommendations to prioritize data over opinions, measure key metrics, validate assumptions, have short feedback loops, automate testing and monitoring, never sacrifice quality for time, learn from failures, hire graduates and keep teams collocated, and focus on gaining knowledge rather than money. The overall message is about adopting an agile mindset and continuous improvement process to build the right product.
MetaGaming. Zwischen reflexiven Momenten und Anlässen zur Reflexion in digit...Franco Rau
Workshop zum Thema: "MetaGaming. Zwischen reflexiven Momenten und Anlässen zur Reflexion in digitalen Spielen" am 15. Juli 2014 an der Universität zu Köln im Rahmen des INTERMEDIA Studiengangs (http://intermedia.uni-koeln.de/).
In Zusammenarbeit mit Prof. Dr. Sandra Assmann und Valentin Dander (Universität zu Köln).
The document summarizes a presentation about the Digital Media Services program at the University of Texas at Austin. The program aimed to advance media literacy among students and faculty by providing resources and training. However, the reality fell short of the visionary dream. Lessons learned included that students rely on PCs, forget skills quickly, and procrastinate. The program also became a critical course component and projects need to be carefully scaled and monitored. Moving forward, the program will track usage, provide more online training, and conduct ongoing assessment.
The document outlines the responsibilities, privacy policies, and rules for students regarding internet use at the new EGHS. Students must use their network user ID and password to access the network, and can get help with forgotten passwords from the technology office. Internet use is limited to assignments, and any information used from websites must be properly cited. The district reserves the right to monitor student directories, files, and messages. Filters are used to block harmful sites but are not guaranteed to block everything. Students cannot download or save programs without teacher approval. All students must have a signed acceptable use policy on file or they will not have computer access. Students are expected to follow netiquette guidelines like being polite, courteous, respectful,
The girls are coming! Gender, youth and the new Basque literaturekatixa
This document summarizes the history and development of Basque literature, with a focus on the emergence of women writers. It outlines how Basque literature was limited for many years due to political and linguistic factors. It then discusses how women began publishing works in the 19th-20th centuries but were still underrepresented. The document highlights how since the 2000s, there has been a new generation of women writers born in the 1970s-1980s who are receiving significant attention and critical acclaim for their works across various genres and styles. It notes some perceptions of their literature but also emphasizes the diversity within this new generation of women authors.
Find out all about H1B visa lottery and how to improve your selection and approval.
Contact VisaPro at
http://www.visapro.com/Contact-VisaPro/default.asp if you have any questions regarding the H1B Cap 2016, or need help in filing the H1B applications.
La catedrática Dra. Martha Jordan Campos presentó el tema "Empresa en Marcha" a través de un mapa mental creado por el expositor Jorge Luis Manrique Aparicio como parte de la asignatura de Enseñanza Universitaria de la Maestría en Administración de la Universidad Inca Garcilaso de la Vega.
This document discusses support for gifted children in classrooms. It suggests that the quality of thinking is critical for gifted students and outlines several strategies to support them both in and out of the classroom. These include using computers, independent study, having students teach others, and extracurricular activities. The document also discusses identifying gifted students and building lessons around their interests and passions. It proposes blended learning models and innovative opportunities like 3D printing to engage gifted students.
The document discusses biological names and taxonomy. It provides the common name and scientific name for koala bears, listing its taxonomic classification from species to kingdom. It then discusses issues with common names versus scientific names, as well as homonyms and synonyms. The document lists several online resources for looking up organism names, classifications, literature references, texts, images, data, and specimen collections.
This document summarizes a session from UX Camp London in 2010 on how to get a better job. Jason Mesut and Marcvus Mustafa, who have reviewed thousands of CVs and portfolios and interviewed hundreds of candidates, discussed factors for assessing candidates such as first impressions, skills, salary demands, efficiency, and team/company fit. They noted that getting a job depends on standing out from similar CVs, the use of recruiters, lack of proper trial periods for candidates, being junior or senior, referrals, take-home design challenges, and demonstrating involvement through portfolios rather than just finished products.
10th Ceepus – Biomedicine Students’ Council Summer EngSU07
The document announces the 10th CEEPUS Biomedicine Student Council's Summer University on Kidneys to be held from July 23-30, 2007 in Zadar, Croatia. The event is a multidisciplinary conference organized by students from various biomedicine fields that will focus on the physiological roles of the kidney, evaluating kidney function and structure, kidney pathologies and their effects, and the interaction between kidneys and drug therapy.
Medical Information Workshop (23 Jan 2007 )rwakefor
The document provides an overview of biomedical resources available at the British Library, including print and electronic collections. It describes the Library's collection development over time and access policies. Participants were given demonstrations on searching the integrated catalogue and databases. They also received a tour of the science reading rooms housing biomedical materials.
This document provides an overview of Cassandra data modeling concepts and techniques. It discusses Cassandra's data model, architecture, data types, consistency levels, and more. Key concepts covered include defining primary keys, including compound primary keys, working with wide rows for time series data, using materialized views, secondary indexes, counters, and time to live for expiring data. The document uses examples to illustrate these Cassandra features and how to apply different data modeling patterns.
This document contains advice from various Twitter users about agile development practices and building startups. It includes recommendations to prioritize data over opinions, measure key metrics, validate assumptions, have short feedback loops, automate testing and monitoring, never sacrifice quality for time, learn from failures, hire graduates and keep teams collocated, and focus on gaining knowledge rather than money. The overall message is about adopting an agile mindset and continuous improvement process to build the right product.
MetaGaming. Zwischen reflexiven Momenten und Anlässen zur Reflexion in digit...Franco Rau
Workshop zum Thema: "MetaGaming. Zwischen reflexiven Momenten und Anlässen zur Reflexion in digitalen Spielen" am 15. Juli 2014 an der Universität zu Köln im Rahmen des INTERMEDIA Studiengangs (http://intermedia.uni-koeln.de/).
In Zusammenarbeit mit Prof. Dr. Sandra Assmann und Valentin Dander (Universität zu Köln).
Artikulation und "Gouvernementalität": Identität im Social WebBenjamin Jörissen
Vortrag an der Evangelischen Akademie Arnoldshain im Rahmen der Veranstaltung “Projekt Ich – Jugendliche zwischen Autonomie und Selbstmanagement”. 16. November 2011.
"Einpassung" ist als vereinfachte Andeutung auf den Begriff der "Gouvernementalität" zu verstehen.
Extensionen, Kontagionen und die Grenzen von BildungsprozessenBenjamin Jörissen
Tagung "Subjekt Bildung Medialität" der Sozietät Kunst Medien Bildung und des Theorieforums des Sektion Medienpädagogik der DGfE. Universität Köln, 23.3.2012. (Text in den Vortragsnotizen!)
– Menschen, Kulturen, Systeme verstehen und begleiten
- M. Habecker, S. Student , R. Lutterbeck, D. Wittrock, H. Weckmann
Alle reden von Entwicklung oder Veränderung - in der Politik, in der Gesellschaft, persönlich, gemeinschaftlich, psychologisch und auch spirituell. Doch nicht jede Veränderung bedeutet automatisch eine Verbesserung. Was können wir beitragen, um Bewährtes zu erhalten und Neues hervorzubringen, für eine erweiterte Wahrnehmung und mehr Mitgefühl in unserem Denken und Handeln? Welche Arten von Entwicklung gibt es, wie wendet man Entwicklungsmodelle sinnvoll an und wie kann man damit verbundene Fehler vermeiden? Unter Zuhilfenahme der integralen Orientierungen geben wir einen Überblick über die vielfältigen Dimensionen von Evolution und Entwicklung aus integraler Sicht.
Das Recruiting der Zukunft - aufwändig, menschlich und erfolgreich!Henrik Zaborowski
In diesem Vortrag erkläre ich, warum unsere Personalauswahl nichts taugt, was bessere Auswahlkriterien sind und stelle Menschen und Abteilungen vor die "große" Arbeitgebermarke!
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1. Vernetzungstreffen der BMBF-Förderrichtlinie „Digitalisierung in der Kulturellen Bildung“. Univ. Erlangen-Nürnberg, Akademie für Schultheater und performative Bildung, 29.6.18 (zus. m. Lisa Unterberg)
Digital and Post-digital Conditions: Challenges for Nexts Arts EducationsBenjamin Jörissen
Keynote, Int. Winterschool "Spectra of Transformation", Akademie für Schultheater und performative Bildung, Nürnberg, 21.2.2017
Also, you may like to check out the youtube playlist I assembled im preparation to this talk & workshop: https://www.youtube.com/playlist?list=PLhXEPPnT87bzAUEuPZvXy4vC6xuIH8hoZ
Von der Bestimmtheit zur Unbestimmtheit: Zum Bildungscharakter virtueller Ra...Benjamin Jörissen
Notizen beachten (Erläuterungen zu den Folien).
DGfE-Kongress 2016, Symposium „Der virtuelle Spielraum – Bildung unter dem Apriori digitaler Immaterialität“. Universität Kassel, 15. März 2016
Medienbildung als Schulentwicklung oder: Wie man ein trojanisches Pferd zähmt
The Expression of Emotions in Men and Avatars
1. The Expression of Emotions in Men and Avatars?
Zur „Bildung der Gefühle“ in virtuellen Umgebungen.
„Die Bildung der Gefühle“
Interdisziplinäre Tagung des MPI für Bildungsforschung Berlin in Zusammenarbeit mit
dem Exzellenzcluster „Languages of Emotion“, Freie Universität Berlin
4. Dezember 2010
http://www.0100101110101101.org/home/portraits/thirteen.html
8. „Avatar“
„Dekarnation“ oder
„Invirtualisation“ einer
Person in einen
„virtuellen“ Körper
Tom Boellstorf (2008): Coming of Age in Second Life. Princeton Univ. Press, S. 128.
11. Statische Avatare sind in
allen Kommunikations-
anwendungen des
Internet verbreitet:
• Chats
• Foren
• Online-Communities
• Soziale Netzwerke
•…
12. „The Palace“ Chat
(1994)
http://users.rider.edu/~suler
/psycyber/avcollection.html
John Suler: Psychology of Cyberspace.
12
http://users.rider.edu/~suler/psycyber/psycyber.html
26. • eLearning/Coaching
instru- • Gamedesign
mentell • CMC
• Emotionsforschung
B. E. Bărbat, R. Cretulscu (2003):
Affordable Affective Avatars.
Persuasion, Emotions and Language(s).
M. Causse e.a. (2007):
Emotion Induction through Virtual
Avatars and its Impact on Reasoning.
K. Karpouzis, A. Raouzaiou, S. Kollias
(2003): "Moving" Avatars: Emotion
Synthesis in Virtual Worlds.
A. Ortiz, D. Oyarzun, M. del Puy
Carretero (2009): ELEIN: E-Learning
with 3D Interactive Emotional Agents.
…
26
29. • „Em.Synthesis“
„Her- • „Em.Induction“
stellung“ • „Em.Simulation“
• Emotionale
Entwicklung
päda- • „Emotionserziehung“
gogisch • interkulturelles
Coaching
• Psychotherapie
M. Fabri, S. Y. Awad Elzouki, D. Moore (2007):
Emotionally Expressive Avatars for Chatting,
Learning and Therapeutic Intervention.
Bildung
E. I. Konstantinidis e.a. (2009): Using
affective avatars and rich multimedia content
for education of children with autism.
… 29
43. http://images.mmosite.com/feature/news/2007_07_11/perfectworld/big/world2_01.jpg
„It seems that there are
significant differences
between players who have
the freedom to control the
avatar customization stage
and those who do not. In
other words, players who
can freely change their
avatars have higher
pleasure, higher emotional
arousal, and more emotional
effects than players who can
only use the original
characters.“
Shun-an Chung/Jim Jiunde Lee (2008): Avatar Customization and Emotions
in MMORPGs. In: H. Prendinger, J. Lester, and M. Ishizuka (Eds.): IVA 2008,
LNAI 5208, pp. 479–480.
44. http://images.mmosite.com/feature/news/2007_07_11/perfectworld/big/world2_01.jpg
„… visual representations
… produce a kind of
‚speaking‘. They stand in
for ideas about what
bodies are, describe the
physiognomy of the
spectator, represent what
spectators are seeking,
and present a form of art
that can only be read by
some spectators.“
White, Michel (2006): The Body and the Screen. Theories of Internet
Spectatorship. Cambridge/MA: MIT Press, S. 123.
55. Die Bewegung gleichsam „in den Raum der
artifiziellen Realität hinein“, also
das Handlungsmoment („motor activity“),
bewirkt eine Ausweitung des (Handlungs-) Körpers
und somit des Erfahrungsraums.
> nicht visueller Realismus,
sondern Aktivität und
Taktilität einer virtuellen
Umgebung sind dafür
ausschlaggebend
Mark B.N. Hansen (2006). Bodies in code. New York, NY: Routledge.
55
65. „Avatar-Autonomie“ User
Aktivität
User
Avatar
Aktivität
Avatar
Avatar
Aktivität
User
66. „Avatar-Autonomie“
„… people often report a sense that they
can‘t quite control or predict
what their avatar will do.“
„You are kidding yourself if you think you will be
able to control or predict what will happen to your
avatar. It is the ultimate learning experience.“
T. L. Taylor (2002). Living Digitally: Embodiment in Virtual Worlds. In R. Schroeder
(Ed.), The Social Life of Avatars. (pp. 40-62). London: Springer. Zitate: S. 56.
67. „Avatar-Autonomie“
„And that‘s one of those things of course, as you develop
your relationships with people as your online avatar you
understand that they generally relate to you as your online
avatar and not as you the person. […] It‘s all based on the
avatar thing.“
„The power of the the avatar, however, does
not have to come strictly from role playing,
but also in the ways it serves as the key
artifact through which users not only know
others and the world around them, but
themselves.“
T. L. Taylor (2006): Play Between Worlds. Exploring Online Game Culture.
Cambridge/Mass.: MIT Press, S. 96.
71. „Avatar-Autonomie“ User
Aktivität
User
Avatar
Aktivität
Avatar
Avatar
Aktivität
User
72. Entkopplung von Gesten-
Aktionen und
User
Feedback*
Aktivität
User
Avatar
Aktivität
Avatar
Avatar
Aktivität
User
* nur bei 1st und 3rd-
Person-Perspektive
73. Entkopplung von Gesten-
Aktionen und
Feedback*
Außenperspektive
3PP
* nur bei 1st- und 3rd-
Person-Perspektive
1PP
74. Entkopplung von Gesten-
Aktionen und
Feedback*
„something interesting happened yesterday. I received an
im [instant message] from a complete stranger.
It said ‚Cheer up‘. I couldn‘t figure out why he had sent it. I
looked my av and noticed that I was sitting on a bench with
my head down at an angle, like a sad-sack.“
„Such incidents reveal a perceived gap
between actual-world self and virtual-
world self […]“.
„Cyborg selfhood is predicated on a prosthetic
continuity between human and machine […].
In contrast, virtual embodiment is predicated on
a discontinuity, the gap between the virtual
and actual.“.
Tom Boellstorf (2008): Coming of Age in Second Life. Princeton Univ. Press, S. 130 f.
75. parasomatische Selbstverhältnisse:
1) Diskontinuität zwischen
emotionaler Kommunikation
User und eigenen Emotionen.
Aktivität
Avatar
Avatar
Aktivität
User
76. parasomatische Selbstverhältnisse:
2) Diskontinuität zwischen
emotionaler Kommunikation
User und fremden Emotionen.
Aktivität
Avatar
Avatar
Aktivität
User
77. parasomatische Selbstverhältnisse:
2) Diskontinuität zwischen
emotionaler Kommunikation
User und fremden Emotionen.
Aktivität
Avatar
Avatar
Aktivität
User
78. Empathie bezieht sich primär auf die hybride
Figuration der „Avatars-in-Action“.
User
Aktivität
Avatar
Avatar
Aktivität
User
79. Defizittheoretische Lesart: „Auto-Empathie“
“The Self cannot see its visible substance, neither
with its own nor the Other’s eyes. Avatarial-
peculiar “face-to-face” interaction is based on
substitution or partial overlapping between the
user and his/her simulacrum […].”
In such auto-reflexive environments, in
which users need to engage a motional
and emotional relation first and
foremost with themselves, a form of
autoempathy emerges.
Adriano d‘Aloia (2009): Adamant Bodies. The Avatar-Body and the Problem of
Autoempathy. E|C Serie Speciale, Anno III, nn. 5, 2009, pp. 51-56.
80. Defizittheoretische Lesart: „Auto-Empathie“
“The Self cannot see its visible substance, neither
with its own nor the Other’s eyes. Avatarial-
peculiar “face-to-face” interaction is based on
substitution or partial overlapping between the
user and his/her simulacrum […].”
(Dies setzt jedoch voraus, dass die konstitutive
“discontinuity between virtual and actual” – die
mediale Rahmung – ausgeblendet wird!)
Adriano d‘Aloia (2009): Adamant Bodies. The Avatar-Body and the Problem of
Autoempathy. E|C Serie Speciale, Anno III, nn. 5, 2009, pp. 51-56.
81. Beispiel „Proteus-Effekt“
„ As we choose our
selfrepresentations
in virtual
environments, our
self-representations
shape our behaviors
in turn. These
changes happen not
over hours or weeks
but within minutes.“
(Yee 2007)
Yee, N. (2007). The Proteus Effect. The Effect of Transformed Self-Representation on
Behavior. WWW: http://vhil.stanford.edu/pubs/2007/yee-proteus-effect.pdf
82. Fazit
1) Avatartechnologien ohne ludische oder
tentative Rahmung – etwa als Ersatz für
außermediale Interaktion – sind im Hinblick auf
eine sozial vermittelte „Bildung der Gefühle“
problematisch.
(vgl. etwa: Second Life im distance learning)
2) Avatartechnologien im Rahmen ludischer/tentativ
geprägter Welten eröffnen hybride Kommunikations-
und Erfahrungsräume. Sie ermöglichen
• ein Reflexiv-Werden der eigenen Gefühle und
emotionalen Reaktionen sowie
• neue, ludische Formen emotionaler Kommunikation
in Gemeinschaftskontexten.