Abstract
Virtual objects, such as online shops, the elements that go to make up virtual life in computer games, virtual maps, e-books, avatars, cryptocurrencies, chatbots, holograms, etc., are a phenomenon we now encounter at every turn: they have become a part of our life and our world. Philosophers—and ontologists in particular—have sought to answer the question of what, exactly, they are. They fall into two camps: some, pointing to the chimerical character of virtuality, hold that virtual objects are like dreams, illusions and fictions, while others, citing the real impact of virtuality on our world, take them to be real—an actual part of the real world, just like other real objects. In this article, we defend the thesis that both sides are wrong. Using Roman Ingarden’s phenomenological ontology, we advocate a position according to which a virtual object is a computationally grounded intentional object that has its existential foundation in computational processes, which are compliant with a certain model of computation. We point out that virtuality is framed by some kind of ideal mathematical objects: i.e., mathematical models of computation, which in turn fall, each of them, under their respective ideas. We also refer to the idea of natural computation, which in conjunction with the ontological analysis carried out leads to the thesis that an object can be more or less virtual.
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