The Digital Cultural Identity on the Space Drawed in Virtual Games and Representatıve

The Digital Cultural Identity on the Space Drawed in Virtual Games and Representatıve

Hülya Semiz Türkoğlu, Süleyman Türkoğlu
DOI: 10.4018/978-1-6684-7597-3.ch020
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Abstract

The digital culture created in the virtual space provides a more liberal and open environment for the people, with fewer restrictions from real life. The current research on virtual reality self-expression has mainly been discovered as an independent aspect of the real self. The chapter also analyzes the use and perceptions of virtual users in the virtual world by focusing on the construct that creates different virtual cultural experiences. For this purpose, the “Second Life” game, which provides a three-dimensional and online virtual environment modeled by the real world, is taken as an example. In the survey, we interviewed 10 people from Second Life to find answers to our questions. As a result of their work, Second Life plays a vital digital life in a dynamic digital culture that is different from their real lives in response to the question of how they build a world with communication, culture, identity and lifestyles.
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Digital Culture In Virtual Space

A virtual one is a reflection or break that is not directly needed for a real object (Burnett, 2007, p. 125). It is seen as a technology that allows you to enter the interactions we actually perceive with different users in virtual reality. At this point, virtuality is addressed in two categories, game-oriented and social-focused (Nagy and Koles, 2014).

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