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Realidades Sintéticas e MMORPGS para a Comunica oKeywords: Virtual reality , Cyberspace , Synthetic realities , MMORPGs , Games , Internet , Second Life Abstract: This paper aims to comprehend MMORPGs and in general all synthetic realities at the cyberspace as new media for mass communication. Virtual worlds bring new cognitive models of reality and along them also new necessities, news products and a new way of advertising. Based of bibliographical research, interviews with users and personal experiences with MMORPGs, we will try to map this brave new world, starting with the concept of avatar and the interactions of the user with the synthetic world he inhabits, a process with influences that are multiple and mutual. We aim to comprehend the economical, political, technological and sociocultural implications of such interactions, as well as debate future and possible applications.
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