Virtuality is fast becoming the base mode of many people’s lives. Portions of humanity’s youngest generation might be the fi rst to be more familiar chatting to their friends online than in person; at the time of writing a videogame named Rocket League always has around 80,000 players online, no matter the time of day or night; and in 2016, one individual in New Zealand, Tom Currie, quit his job in order to play Pok é mon Go ‘full time’. Th ese everyday examples already show that virtual technology is infl uencing many people’s behaviour – but it is also changing what is accessible to us, how it is accessible, as well as when and to whom.
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