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This article deals with the notion of reality. During the last twenty years, public discourse in western societies has identified the opposition between the real and the virtual as one of the cultural key questions. Taking concrete examples as a point of departure, the paper investigates the semantics of the polysemic terms virtual and real. A semiotic model of the relation between (human) organisms, concepts and signs is used in order to demonstrate that the virtual cannot be adequately described as something opposed to reality, but must be seen as an indispensable part of it. The way in which organisms constitute reality is discussed in the light of the basic cognitive operations of categorization and the formation of conceptual relations, and also of their linguistic counterparts. The apparent conflict between the real and the virtual, which has led many critics to develop apocalyptic visions of the end of civilization, is, in fact, a phantom, product of an outdated theory of semantics.
This study explores how ‘gatherings’ turn into ‘encounters’ in a virtual world (VW) context. Most communication technologies enable only focused encounters between distributed participants, but in VWs both gatherings and encounters can occur. We present close sequential analysis of moments when after a silent gathering, interaction among participants in a VW is gradually resumed, and also investigate the social actions in the verbal (re-)opening turns. Our findings show that like in face-to-face situations, also in VWs participants often use different types of embodied resources to achieve the transition, rather than rely on verbal means only. However, the transition process in VWs has distinctive characteristics compared to the one in face-to-face situations. We discuss how participants in a VW use virtually embodied pre-beginnings to display what we call encounter-readiness, instead of displaying lack of presence by avatar stillness. The data comprise 40 episodes of video-recorded team interactions in a VW.
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The analysis focuses on instances of play where one person is wearing the VR equipment, and other participants are located nearby without the ability to directly interact with the game. We first show how the active player using the VR equipment draws on talk and embodied activity to signal their presence in the shared physical environment, while simultaneously conducting actions in the virtual space, and thus creates spaces for the other participants to take part in gameplay. Second, we describe how other participants draw on the contextual configurations of the moment in displaying co-presence and position themselves as active and consequential co-players. The analysis demonstrates how gameplay can be communicatively constructed even in situations where the participants have differential rights and possibilities to act and influence the game.