This document discusses the concept of transdiegetic information and its importance. Transdiegetic information refers to information that can seamlessly move between being diegetic (part of the narrative world) and nondiegetic (outside the narrative world). As technologies become more interactive and immersive, the distinction between diegetic and nondiegetic information is blurring. This has implications for how we experience and interact with reality, each other, and information itself. Some open questions are around how to design transdiegetic technologies, and what their social and ethical impacts may be.
Transdiegetic Information: What It Is and Why It Matters
1. TRANSDIEGETIC INFORMATION:
WHAT IT IS AND WHY IT MATTERS
Luciano Floridi
Professor of Philosophy and Ethics of Information
Director of Research
2. Diegesis = "recounted story”.
Sound is diegetic or not, depending on
whether its source is or is not “inside”
the narrative.
E.g. source music vs. mood music.
4. OUTLINE OF THE PRESENTATION
Diegetic vs. nondiegetic information
Transdiegetic information
Onlife and transdiegetic information
Why transdiegesis matters
Some open questions
7. Information is diegetic or not
depending on whether it is available
(not: accessible) to informees within a
specified context, or environment
(infosphere).
11. House of Cards
developed by Beau Willimon for Netflix
Season 1, 2013
② diegetic used nondiegetically.
12. Interactivity can erase the distinction
between diegetic (internal) and non-
diegetic (external) information.
Information is transdiegetic if it can
move seamlessly between D and ND
spaces dynamically.
Design of User Interface (UI) becomes
crucial.
14. Mass Effect 3 (2012), third person shooter,
BioWare, Xbox 360, PlayStation 3, MS
Windows, Wii U.
① Transdiegetic: from D to NOND
15. Dead Space 3 (2013), third-person shooter,
Visceral Games and Electronic Arts, MS
Windows, Xbox 360, PlayStation 3.
② Transdiegetic: from NOND to D
17. Blurring the distinction between
① reality/virtuality
② human, machine and nature
Changing information from
③ scarcity to abundance
Shifting priority from
④ from entities to interactions
22. ④ from entities to interactions
To be is to (be) interact(able)
23. 2004 2005 2006 2007 2008 2009 2010 2011 2012
22.5
20
17.5
15
12.5
10
7.5
5
2.5
0
Ca. 20% of EU population used a laptop to access
the internet, via wireless away from home or work.
ONLIFE
27. The diegetisation of ICTs displays.
From “mass-effecting” reality
to “dead-spacing” it?
28. how should we design
transdiegetic ICTs?
what are the moral, educational,
and social challenges of
transdiegetic ICTs?
what are the right policies
that should guide the
development and regulation
of transdiegetic ICTs?
29. ACKNOWLEDGEMENTS. This research was
supported by an AHRC grant.
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