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A Challenge to the Duel: Socializing Dedicated Virtual Reality Fans to the Ideology of Textualism

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Abstract:

This paper explores the structural controls available in entertainment centers and that mediate the relationship between producer and audience. Virtual World Entertainment -- an early producer of virtual reality games --set up an elaborate system of controls. Virtual World adopted structural controls to train its fans in its own ideology of textualism. This ideology promoted the belief in the unity of the BattleTech world, encouraged players to accept the fit between the entertainment center and the fictional representation of the BattleTech universe and to take the text at face value as an expression of competition. Structural controls already informed the reception of the text by customers in their performance, but this preparation happens to different degrees based upon a person's exposure and socialization. This example is used to explore the nexus of language and technology as a factor in technological diversity, which includes both technological variety and multimedia coordination.

Most Common Document Word Stems:

pilot (85), player (82), game (69), social (53), duel (48), virtual (43), technolog (42), challeng (39), text (38), battletech (37), use (37), smack (33), event (28), talk (26), play (26), interact (26), textual (25), world (25), control (24), one (24), special (23),

Author's Keywords:

popular technologies, poetics, textuality, discourse, virtual reality games, producers, fans
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Name: International Communication Association
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MLA Citation:

Tew, Chad. "A Challenge to the Duel: Socializing Dedicated Virtual Reality Fans to the Ideology of Textualism" Paper presented at the annual meeting of the International Communication Association, Marriott Hotel, San Diego, CA, May 27, 2003 <Not Available>. 2009-05-26 <http://www.allacademic.com/meta/p111450_index.html>

APA Citation:

Tew, C. , 2003-05-27 "A Challenge to the Duel: Socializing Dedicated Virtual Reality Fans to the Ideology of Textualism" Paper presented at the annual meeting of the International Communication Association, Marriott Hotel, San Diego, CA Online <.PDF>. 2009-05-26 from http://www.allacademic.com/meta/p111450_index.html

Publication Type: Conference Paper/Unpublished Manuscript
Review Method: Peer Reviewed
Abstract: This paper explores the structural controls available in entertainment centers and that mediate the relationship between producer and audience. Virtual World Entertainment -- an early producer of virtual reality games --set up an elaborate system of controls. Virtual World adopted structural controls to train its fans in its own ideology of textualism. This ideology promoted the belief in the unity of the BattleTech world, encouraged players to accept the fit between the entertainment center and the fictional representation of the BattleTech universe and to take the text at face value as an expression of competition. Structural controls already informed the reception of the text by customers in their performance, but this preparation happens to different degrees based upon a person's exposure and socialization. This example is used to explore the nexus of language and technology as a factor in technological diversity, which includes both technological variety and multimedia coordination.

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Document Type: .PDF
Page count: 25
Word count: 7638
Text sample:
A Challenge to the Duel: Socializing Dedicated Virtual Reality Fans to the Ideology of Textualism The Ideology of Textualism The main thrust of this paper is to explore the structural controls available in the video game arcade that mediate the relationship between producer and audience. Virtual World Entertainment – an early producer of virtual reality games – set up an elaborate system of controls which included a code of ethics contest rules game books procedures etc. In addition the
This is an example of how analogical thinking across linguistics and the study of technology can be productive. Alessandro Duranti who writes of linguistic diversity: "… to be thought of as a set of communicative forms and norms for their use that are restricted to a particular group or community and sometimes even to particular activities (p. 70)." From: Linguistic Anthropology (Cambridge University Press 1997). In application we could apply this model to the development of Macintosh and PC


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