Virtual reality has existed for many years, dating back to the 1940s but
becoming popular on a larger scale in the late 1980s and early 1990s. It has been
largely regarded as something of a plaything or hobby and, in general, as
something that is on a lower echelon when compared to physical reality. In recent
years, however, as our society becomes more interconnected via the Internet and
as highly interactive web services, such as Facebook, Second Life, and Twitter,
play a larger role in individualsʼ lives, a reexamination of the status of virtual reality
becomes necessary.
! This study employs the work of a major twentieth century critic, Kenneth
Burke, and from his conception of dramatism to demonstrate that 1) virtual reality,
for many, is a significant reality that can often lead to the formation of meaningful
relationships between individuals and 2) the significance of this reality is born out
of users dramatizing their online experiences. Through heuristics and dramatistic
analysis, I examine how the users of Facebook dramatize their actions and
collectively contribute to the formation of a controlling narrative that can be seen
across all of virtual reality. Further, the findings of this thesis provide a heuristic
foundation for future research into virtual reality. / The problem -- Literature review -- Method -- The controlling drama of Facebook as a virtual reality -- Conclusions, limitations and heuristic propositions. / Department of Telecommunications
Identifer | oai:union.ndltd.org:BSU/oai:cardinalscholar.bsu.edu:123456789/193654 |
Date | January 2010 |
Creators | Carney, Ryan E. |
Contributors | Chesebro, James W. |
Source Sets | Ball State University |
Detected Language | English |
Format | 182 p. : digital, PDF file. |
Source | CardinalScholar 1.0 |
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