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A Challenge to the Duel: Socializing Dedicated Virtual Reality Fans to the Ideology of Textualism
Unformatted Document Text:  1 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 company issued multimedia products from its BattleTech product line (e.g., role playing games, books, video games, etc.), and these further informed the performances of fans. The performance by players with these structural controls is on display at special events, which are contests among some of the most dedicated fans. For these fans the structural controls enhanced the technological variety of the virtual reality game; it created a distinction between the poetic or expressive use of virtual reality from its instrumental purposes. It also gave them an avenue for the display of their own competence as they coordinated the multiple texts of the BattleTech property. In the recontextualization of BattleTech as a virtual reality game, a niche market within the arcade segment of the video game industry and as a poetic and popular technology, 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 inform the reception of the text by

Authors: Tew, Chad.
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1
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 company issued multimedia products from its BattleTech
product line (e.g., role playing games, books, video games, etc.), and these further
informed the performances of fans. The performance by players with these structural
controls is on display at special events, which are contests among some of the most
dedicated fans. For these fans the structural controls enhanced the technological variety
of the virtual reality game; it created a distinction between the poetic or expressive use of
virtual reality from its instrumental purposes. It also gave them an avenue for the display
of their own competence as they coordinated the multiple texts of the BattleTech
property. In the recontextualization of BattleTech as a virtual reality game, a niche
market within the arcade segment of the video game industry and as a poetic and popular
technology, 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 inform the reception of the text by


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