Nowe wymiary tożsamości – media, kultura popularna, rzeczywistość cyfrowa

The text concentrates on the issue of identity and its transformations, driven by the spread of media and digital culture. In the first part it presents three canonic proposals for reflections on virtual identity. Firstly, reflections on the communication dimension of identity derived from Martin Bu...

Full description

Saved in:
Bibliographic Details
Main Author: Wojciech Baluch
Format: Article
Language:Polish
Published: Adam Mickiewicz University 2016-06-01
Series:Przestrzenie Teorii
Subjects:
Online Access:http://pressto.amu.edu.pl/index.php/pt/article/view/6542
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1849703199480479744
author Wojciech Baluch
author_facet Wojciech Baluch
author_sort Wojciech Baluch
collection DOAJ
description The text concentrates on the issue of identity and its transformations, driven by the spread of media and digital culture. In the first part it presents three canonic proposals for reflections on virtual identity. Firstly, reflections on the communication dimension of identity derived from Martin Buber’s philosophy of dialog. Secondly, the concept of “ontological shift” as suggested by Marek Krajewski, who sees in it the remedy for the lack of a real dimension of many virtual contacts. Thirdly, the issues of the integrity of the individual and the fluidity of modern reality in the approaches proposed by Wolfgang Welsh, Anthony Giddens, and Zygmunt Bauman. The analytical part contains an analysis of the important aspects of the notion of identity. The first is the issue of the subjectivity of an utterance and its source, which will be discussed using the example of a play based on texts that adapted from Internet blogs. The second issue is an attempt to answer the question posed by Sherry Turkle of whether if it is possible to kill someone virtually. The point of reference for the search for a solution to this issue is the popular computer game “Vampire”.<br />The last aspect has to do with celebrity identity in the media world. This concerns the phenomenon of celebrities in the pragmatic dimension as a model strategy of behaviour in the world, in which the boundary between privacy and public space has been blurred. On the basis of these analyses, which cover merely a small part of human experience, the author proposes a new methodological approach to perceiving and analysing aspects of identity revealed through the confrontation with the new virtual reality.
format Article
id doaj-art-08b99ab362cc4e87830a7722886e9d15
institution DOAJ
issn 1644-6763
2450-5765
language Polish
publishDate 2016-06-01
publisher Adam Mickiewicz University
record_format Article
series Przestrzenie Teorii
spelling doaj-art-08b99ab362cc4e87830a7722886e9d152025-08-20T03:17:23ZpolAdam Mickiewicz UniversityPrzestrzenie Teorii1644-67632450-57652016-06-012524526210.14746/pt.2016.25.116419Nowe wymiary tożsamości – media, kultura popularna, rzeczywistość cyfrowaWojciech BaluchThe text concentrates on the issue of identity and its transformations, driven by the spread of media and digital culture. In the first part it presents three canonic proposals for reflections on virtual identity. Firstly, reflections on the communication dimension of identity derived from Martin Buber’s philosophy of dialog. Secondly, the concept of “ontological shift” as suggested by Marek Krajewski, who sees in it the remedy for the lack of a real dimension of many virtual contacts. Thirdly, the issues of the integrity of the individual and the fluidity of modern reality in the approaches proposed by Wolfgang Welsh, Anthony Giddens, and Zygmunt Bauman. The analytical part contains an analysis of the important aspects of the notion of identity. The first is the issue of the subjectivity of an utterance and its source, which will be discussed using the example of a play based on texts that adapted from Internet blogs. The second issue is an attempt to answer the question posed by Sherry Turkle of whether if it is possible to kill someone virtually. The point of reference for the search for a solution to this issue is the popular computer game “Vampire”.<br />The last aspect has to do with celebrity identity in the media world. This concerns the phenomenon of celebrities in the pragmatic dimension as a model strategy of behaviour in the world, in which the boundary between privacy and public space has been blurred. On the basis of these analyses, which cover merely a small part of human experience, the author proposes a new methodological approach to perceiving and analysing aspects of identity revealed through the confrontation with the new virtual reality.http://pressto.amu.edu.pl/index.php/pt/article/view/6542tożsamośćrzeczywistość wirtualnafilozofiadialogontologiamediaGiddensWelshBaumanTurklebloggry komputerowecelebryci
spellingShingle Wojciech Baluch
Nowe wymiary tożsamości – media, kultura popularna, rzeczywistość cyfrowa
Przestrzenie Teorii
tożsamość
rzeczywistość wirtualna
filozofia
dialog
ontologia
media
Giddens
Welsh
Bauman
Turkle
blog
gry komputerowe
celebryci
title Nowe wymiary tożsamości – media, kultura popularna, rzeczywistość cyfrowa
title_full Nowe wymiary tożsamości – media, kultura popularna, rzeczywistość cyfrowa
title_fullStr Nowe wymiary tożsamości – media, kultura popularna, rzeczywistość cyfrowa
title_full_unstemmed Nowe wymiary tożsamości – media, kultura popularna, rzeczywistość cyfrowa
title_short Nowe wymiary tożsamości – media, kultura popularna, rzeczywistość cyfrowa
title_sort nowe wymiary tozsamosci media kultura popularna rzeczywistosc cyfrowa
topic tożsamość
rzeczywistość wirtualna
filozofia
dialog
ontologia
media
Giddens
Welsh
Bauman
Turkle
blog
gry komputerowe
celebryci
url http://pressto.amu.edu.pl/index.php/pt/article/view/6542
work_keys_str_mv AT wojciechbaluch nowewymiarytozsamoscimediakulturapopularnarzeczywistosccyfrowa