Javascript must be enabled to continue!
The Experience Machine: Existential Reflections on Virtual Worlds
View through CrossRef
Problems and questions originally raised by Robert Nozick in his famous thought experiment ‘The Experience Machine’ are frequently invoked in the current discourse concerning virtual worlds. Having conceptualized his Gedankenexperiment in the early seventies, Nozick could not fully anticipate the numerous and profound ways in which the diffusion of computer simulations and video games came to affect the Western world.This article does not articulate whether or not the virtual worlds of video games, digital simulations, and virtual technologies currently actualize (or will actualize) Nozick’s thought experiment. Instead, it proposes a philosophical reflection that focuses on human experiences in the upcoming age of their ‘technical reproducibility’.In pursuing that objective, this article integrates and supplements some of the interrogatives proposed in Robert Nozick’s thought experiment. More specifically, through the lenses of existentialism and philosophy of technology, this article tackles the technical and cultural heritage of virtual reality, and unpacks its potential to function as a tool for self-discovery and self-construction. Ultimately, it provides an interpretation of virtual technologies as novel existential domains. Virtual worlds will not be understood as the contexts where human beings can find completion and satisfaction, but rather as instruments that enable us to embrace ourselves and negotiate with various aspects of our (individual as well as collective) existence in previously-unexperienced guises.
Title: The Experience Machine: Existential Reflections on Virtual Worlds
Description:
Problems and questions originally raised by Robert Nozick in his famous thought experiment ‘The Experience Machine’ are frequently invoked in the current discourse concerning virtual worlds.
Having conceptualized his Gedankenexperiment in the early seventies, Nozick could not fully anticipate the numerous and profound ways in which the diffusion of computer simulations and video games came to affect the Western world.
This article does not articulate whether or not the virtual worlds of video games, digital simulations, and virtual technologies currently actualize (or will actualize) Nozick’s thought experiment.
Instead, it proposes a philosophical reflection that focuses on human experiences in the upcoming age of their ‘technical reproducibility’.
In pursuing that objective, this article integrates and supplements some of the interrogatives proposed in Robert Nozick’s thought experiment.
More specifically, through the lenses of existentialism and philosophy of technology, this article tackles the technical and cultural heritage of virtual reality, and unpacks its potential to function as a tool for self-discovery and self-construction.
Ultimately, it provides an interpretation of virtual technologies as novel existential domains.
Virtual worlds will not be understood as the contexts where human beings can find completion and satisfaction, but rather as instruments that enable us to embrace ourselves and negotiate with various aspects of our (individual as well as collective) existence in previously-unexperienced guises.
Related Results
Standardization in Virtual Worlds: Formation of Hope and Fear
Standardization in Virtual Worlds: Formation of Hope and Fear
There is a growing interest in using virtual worlds for commercial reasons. However, if creative technology is the opportunity, then why are virtual worlds not used to their full e...
Impossible Worlds
Impossible Worlds
Impossible worlds constitute an increasingly popular yet controversial topic in logic and metaphysics. The term “impossible worlds” parallels the term “possible worlds” and commonl...
Existential Wh-Constructions
Existential Wh-Constructions
Existential wh-constructions are wh-constructions that have a nominal distribution, an existential (indefinite) meaning, and the superficial appearance of a “bare” wh-clause. They ...
Emerging Ethical Issues of Life in Virtual Worlds
Emerging Ethical Issues of Life in Virtual Worlds
Virtual Worlds are being increasingly used in business and education. With each day more people are venturing into computer generated online persistent worlds such as Second Life f...
Business research in virtual worlds: possibilities and practicalities
Business research in virtual worlds: possibilities and practicalities
PurposeIt is predicted that virtual business and related research possibilities will expand significantly. In this context, the aim of this paper is to use insights from a virtual ...
The “New” Virtual Consumer: Exploring the Experiences of New Users
The “New” Virtual Consumer: Exploring the Experiences of New Users
The development of virtual worlds began long before the invention of computers; the minds of children at play would create fantasy or virtual worlds in which to explore or interact...
The Aspatial Economics of Virtual Worlds
The Aspatial Economics of Virtual Worlds
This article compares and contrasts the economic geography of the physical world with that of virtual worlds, with an analytical focus on the spatial (and aspatial) characteristics...
Demographics of Virtual Worlds
Demographics of Virtual Worlds
Virtual worlds, as both a concept and an industry, has changed radically over the past 10 years, from a toy for the technological elite, to an over-hyped marketing phenomenon, to a...

