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postgraduate thesis: The practice and ethics of self-creativity in ludic virtual worlds
Title | The practice and ethics of self-creativity in ludic virtual worlds |
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Authors | |
Issue Date | 2017 |
Publisher | The University of Hong Kong (Pokfulam, Hong Kong) |
Citation | Sparrow, L. A.. (2017). The practice and ethics of self-creativity in ludic virtual worlds. (Thesis). University of Hong Kong, Pokfulam, Hong Kong SAR. |
Abstract | This thesis investigates how contemporary selfhood is enacted in ludic virtual worlds and explores three key questions in this regard: What is self-creativity? To what extent is self-creativity possible in ludic virtual worlds? And how are we to deal with the ethical consequences of self-creativity in these worlds?
Contemporary selfhood is first established as highly fluid in nature, marked more specifically by multiplicity, process, performance and agency. The notion of self-creativity is introduced as a practical framework for understanding how socially-constituted subjects can transform themselves in new and valuable ways through the performance of multiple roles and identities via roleplay and role-taking.
The ways in which self-creativity is practiced, promoted, thriving and limited in ludic virtual worlds is then examined. Two key objections to the potential for self-creativity in these playful digital environments are scrutinised: the argument from non-reality and the argument from reality. It is suggested that, while these arguments are fruitful for understanding certain practical constraints to self-creativity in ludic virtual worlds, they nevertheless both stem from a reality discourse that itself obscures the ongoing expression of self-creativity in playful digital environments.
The ethical consequences of self-creativity in ludic virtual worlds are then discussed. Through an exploration of case studies that highlight the moral ambiguity of these worlds, it is shown that self-creativity may be understood as
linked to deception and the performance of immoral roles. At the same time, however, it is argued that self-creativity in ludic virtual worlds is a potentially valuable and worthwhile pursuit that is linked to authenticity, freedom, and wellbeing.
In attempting to balance ethical and self-creative interests, it is proposed that participants, educators, developers and academics alike would do well to nurture a self-creative attitude alongside a greater awareness of the ambiguity of ludic virtual worlds. At the same time, the option of conceptually designating some ludic virtual worlds as ‘second realities’ is also considered, a suggestion that ultimately aims at establishing spaces in which self-creativity can continue to flourish. |
Degree | Master of Philosophy |
Subject | Self (Philosophy) |
Dept/Program | Philosophy |
Persistent Identifier | http://hdl.handle.net/10722/239950 |
HKU Library Item ID | b5846397 |
DC Field | Value | Language |
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dc.contributor.author | Sparrow, Lucy Amelia | - |
dc.date.accessioned | 2017-04-08T23:13:16Z | - |
dc.date.available | 2017-04-08T23:13:16Z | - |
dc.date.issued | 2017 | - |
dc.identifier.citation | Sparrow, L. A.. (2017). The practice and ethics of self-creativity in ludic virtual worlds. (Thesis). University of Hong Kong, Pokfulam, Hong Kong SAR. | - |
dc.identifier.uri | http://hdl.handle.net/10722/239950 | - |
dc.description.abstract | This thesis investigates how contemporary selfhood is enacted in ludic virtual worlds and explores three key questions in this regard: What is self-creativity? To what extent is self-creativity possible in ludic virtual worlds? And how are we to deal with the ethical consequences of self-creativity in these worlds? Contemporary selfhood is first established as highly fluid in nature, marked more specifically by multiplicity, process, performance and agency. The notion of self-creativity is introduced as a practical framework for understanding how socially-constituted subjects can transform themselves in new and valuable ways through the performance of multiple roles and identities via roleplay and role-taking. The ways in which self-creativity is practiced, promoted, thriving and limited in ludic virtual worlds is then examined. Two key objections to the potential for self-creativity in these playful digital environments are scrutinised: the argument from non-reality and the argument from reality. It is suggested that, while these arguments are fruitful for understanding certain practical constraints to self-creativity in ludic virtual worlds, they nevertheless both stem from a reality discourse that itself obscures the ongoing expression of self-creativity in playful digital environments. The ethical consequences of self-creativity in ludic virtual worlds are then discussed. Through an exploration of case studies that highlight the moral ambiguity of these worlds, it is shown that self-creativity may be understood as linked to deception and the performance of immoral roles. At the same time, however, it is argued that self-creativity in ludic virtual worlds is a potentially valuable and worthwhile pursuit that is linked to authenticity, freedom, and wellbeing. In attempting to balance ethical and self-creative interests, it is proposed that participants, educators, developers and academics alike would do well to nurture a self-creative attitude alongside a greater awareness of the ambiguity of ludic virtual worlds. At the same time, the option of conceptually designating some ludic virtual worlds as ‘second realities’ is also considered, a suggestion that ultimately aims at establishing spaces in which self-creativity can continue to flourish. | - |
dc.language | eng | - |
dc.publisher | The University of Hong Kong (Pokfulam, Hong Kong) | - |
dc.relation.ispartof | HKU Theses Online (HKUTO) | - |
dc.rights | This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. | - |
dc.rights | The author retains all proprietary rights, (such as patent rights) and the right to use in future works. | - |
dc.subject.lcsh | Self (Philosophy) | - |
dc.title | The practice and ethics of self-creativity in ludic virtual worlds | - |
dc.type | PG_Thesis | - |
dc.identifier.hkul | b5846397 | - |
dc.description.thesisname | Master of Philosophy | - |
dc.description.thesislevel | Master | - |
dc.description.thesisdiscipline | Philosophy | - |
dc.description.nature | published_or_final_version | - |
dc.identifier.mmsid | 991022013639703414 | - |