Abstract

The urgency of the research is that the simulacra of the virtual-online culture of the information society and the conditions for its formation are analyzed. The term "simulacrum" by J. Baudrillard is related to the virtual-online culture of the information society, because a person uses substitutes, copies of things, and not their originals. Setting objectives. This problem is caused by the fact that today the personality is formed in an artificially created virtual world that distorts the personality and forms its torn and inappropriate image. This type of society as a virtual-online one needs its interpretation and analysis of a new conceptual-categorical apparatus. Analysis of recent research and publications. These are works by J. Baudrillard "Simulacra and simulations" (1981), as well as R. Simmel, R. Bart, R. Deborah, G. Bataille, G. Lacan, M. McLuhan, M. Foucault, G. Deleuzae, J. Derrida.The questions of the philosophy of postmodernism and the theory of simulacra of J. Baudrillard are considered in the works of such researchers: A. Gritsanov, N. Katsuk, A. Dyakov, N. Zinchenko, N. Mankovskaya, O. Pechenkina, O. Scalatska, V. Ferroni and others. The question of the simulacrum is considered by J. Baudrillard in a number of works: "Symbolic Exchange and Death", "Seduction", "Simulacra and Simulation", "Transparency of Evil" and others.The selection of unexplored parts of the general problem is the conceptualization of the concept of "simulacrum" and its discovery in the virtual-online information society. The basis of the research is the conceptualization of the basic patterns of simulacra and the virtual-online culture of the information society, which is a scientific novelty. Setting the objective - the usage of approaches, in particular, structural-synergistic and practical synergetic methodology that makes it possible to analyze the simulacra of postmodern as complex constuctions. Presenting main material. The analysis of formation and development of online-virtual culture of personality which uses simulacra; the definition of "simulacrum" is presented; an analysis was made of the fact that the game constituent has become a dominant component of the modern virtual world, and the game itself became a marker of the postmodern society with the performing "I"-game in the middle; the definition of "online virtual culture" is given in the context of which "I" is implemented; the network society is shown as a new type of culture (subculture) of virtual reality. Conclusions - the simulacra of the virtual-online culture of the information society in the conceptual survey of postmodernists has been formed

Highlights

  • General presentation of the problem and its connection with important scientific or practical tasks

  • In the article the author tries to criticize the reception of conceptual ideas of simulacra of virtual-online culture as complex social and cultural phenomena aimed at construction of certain events

  • - to define the "simulacrum"; - to analyze the fact that the game constituent has become a dominant component of the modern virtual world, and the game itself became a marker of the postmodern society with the performing "I"game in the middle; - to define the "online-virtual culture" being the context where "I" is materialized; - to discover network society as a new type of organizational structure, being culture-subculture of virtual reality

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Summary

Introduction

General presentation of the problem and its connection with important scientific or practical tasks. The problem of identifying simulacra of the virtual-online culture of the individual depends on many factors - education, personal development, cultural markers.

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