Abstract
The 21st century is marked by an increasing number of brilliant technological inventions, simulation in the context of virtuality being one of them. Nowadays, the entering of virtual landscapes in various domains of everyday life is quite substantial and that is why interactions between virtuality and landscape constitute both an interesting and legitimate field of research. While focusing on virtuality and landscape against the background of postmodernity and social constructivism, the complexity of the interplay between landscape, aesthetics and atmosphere becomes obvious. To what extend landscape can be artificially manipulated is shown in any kind of computer games. The link to escapism gives proof of social needs and pictures socio-cultural structures. The following article gives a synopsis about the interdependence of postmodernity and social constructivism with regard to landscape and draws conclusions on how cultural and social backgrounds are reflected in virtuality.
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Notes
- 1.
In this article, landscape is defined as a social construct and as a derivative of space. Space is understood as the frame giving instance, while landscape is a socially constructed phenomenon within space. The process of construction is seen as a result of an experience of space which goes ahead. (Kühne 2018a, p. 15).
- 2.
- 3.
Source: https://www.amazon.de/Grand-Theft-Auto-Standard-PlayStation/product-reviews/B00KW2FKAQ/ref=cm_cr_getr_d_paging_btm_next_2?ie=UTF8&reviewerType=all_reviews&pageNumber=2&filterByStar=five_star (13.11.2019). Notice: The orthograph has not been modified by the author.
- 4.
According to Rauh (2012, p. 164) atmospheres are to be considered as the current situation of perception.
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Fontaine, D. (2020). Virtuality and Landscape. In: Edler, D., Jenal, C., Kühne, O. (eds) Modern Approaches to the Visualization of Landscapes. RaumFragen: Stadt – Region – Landschaft. Springer VS, Wiesbaden. https://doi.org/10.1007/978-3-658-30956-5_14
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