Abstract

This work is an exploratory study on the subject of the behavior of the cybernaut that oscillates between the darkness of the unknown and the brilliance of the discovered when experiencing immersion in three-dimensional digital environments. However, technoscientific advances not only offer advantages but also present risks for the end-users of the devices that are managed to access virtual worlds, virtual reality, and augmented reality. In the best scenario, all developers would be in the dynamic of offering entertainment programs to promote new ways of learning and living together. However, the intentions oscillate between the search for profit, the concealment of deviant intentions, or even the pleasure of dominating or harassing third parties. To avoid such abuses, studies are required that prevent such deviations and that propose pedagogical objectives to use such advances in favor of citizenship education in general and, in particular, to encourage new generations in their own integral development which It can be enhanced through simulation and fiction programs that trigger the creative imagination capable of bringing out the virtues emitted by the brilliance of wisdom and full life from darkness, by exercising in decision-making that involves others, especially the most vulnerable by their age or condition.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call