The following collection contains what I consider to be the best of these blog posts. They expand on the notion that virtual reality tends towards the immersive and that immersivity naturally favours the creation of nervous effects. The thesis is that what we might call 'Dark Immersivity' is a consequence of our increased involvement in the virtual and that this is the driving force behind what has become known as Dark Erotica in contemporary fiction. What follows then is a collection of essays which provide some tools for speaking about Dark Immersion and Dark Erotica outside the usual moralising terms (terms which belong to a pre-virtual order of practical material necessity). These posts serve as a way of identifying the tensions in our current social and cultural attitudes, and though they do not explicitly reference the Dark genre, I believe they go some way towards understanding the emergence of dark sexuality and help to speak about its legitimacy.
The essays are ordered, more or less, in the order they were written, though some have been rearranged so as to more sensibly show the development of the ideas. Some of the earlier writings would have benefited from a better understanding of Baudrillard's thoughts regarding simulation and symbolic exchange, which only came later in the writing. As such, I have broken the collection into 2 sections, the essays of the first section being primarily influenced by Marshall McLuhan and Georges Bataille and suggest (like Foucault) that sex and sexuality are phenomena specific to our cultural conditions. Bataille is seen as one of the first examples of a sexuality expressed under modern electronic conditions - a sensorium of immersive nervous interactions, which is the essence of dark erotica and dark fantasy in immersive digital environments.
The second section of the collection expands on this idea and uses Baudrillard's notion of symbolic exchange as the electronic replacement for a more linear and mechanistic reason. This second section is preceded by a description of relevant concepts that will hopefully serve to make some of the later writings more clear. Rather than a coherent thesis, these essays should be viewed as what they are - a set of imperfect tools for talking about and defining what dark immersion is and how it emerges in contemporary virtual culture. The second section, and in particular the final essay 'On Dark Immersion in Virtual Reality', is perhaps the most complete part of this theory and yet the most complicated. It is hoped that the preceding chapter on Tools and Concepts will make this section clearer.
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