Cantitate/Preț
Produs

Boundaries of Self and Reality Online: Implications of Digitally Constructed Realities

Editat de Jayne Gackenbach, Johnathan Bown
en Limba Engleză Hardback – 15 feb 2017
As technology continues to rapidly advance, individuals and society are profoundly changed. So too are the tools used to measure this universe and, therefore, our understanding of reality improves. Boundaries of Self and Reality Online examines the idea that technological advances associated with the Internet are moving us in multiple domains toward various "edges." These edges range from self, to society, to relationships, and even to the very nature of reality. Boundaries are dissolving and we are redefining the elements of identity. The book begins with explorations of the digitally constructed self and the relationship between the individual and technological reality. Then, the focus shifts to society at large and includes a contribution from Chinese researchers about the isolated Chinese Internet. The later chapters of the book explore digital reality at large, including discussions on virtual reality, Web consciousness, and digital physics.


  • Cyberpsychology architecture
  • Video games as a tool for self-understanding
  • Avatars and the meaning behind them
  • Game transfer phenomena
  • A Jungian perspective on technology
  • Politics of social media
  • The history and science of video game play
  • Transcendent virtual reality experiences
  • The theophoric quality of video games
Citește tot Restrânge

Preț: 33245 lei

Preț vechi: 48728 lei
-32% Nou

Puncte Express: 499

Preț estimativ în valută:
6363 6618$ 5332£

Carte tipărită la comandă

Livrare economică 07-21 martie

Preluare comenzi: 021 569.72.76

Specificații

ISBN-13: 9780128041574
ISBN-10: 0128041579
Pagini: 358
Dimensiuni: 152 x 229 x 26 mm
Greutate: 0.78 kg
Editura: ELSEVIER SCIENCE

Cuprins

1. The Dimensions of Cyberpsychology Architecture
Section A. Self Online
2. Understanding the Self Through the Use of Digitally Constructed Realities
3. Flipping Out: Avatars and Identity
4. Avatar Lives: Narratives of Transformation and Identity
5. Internet Use and Self-Development in Chinese Culture
6. Beyond the Boundaries of the Game: The Interplay Between In-Game Phenomena, Structural Characteristics of Video Games, and Game Transfer Phenomena
7. The Self–Other Topology: The Politics of (User) Experience in the Like Economy
8. The Shadow of Technology: Psyche, Self, and Life Online
Section B. Simulation or Reality?
9. The Video Gaming Frontier
10. The Incarnated Gamer: The Theophoric Quality of Games, Gaming, and Gamers
11. Games, Dreams and Consciousness: Absorption and Perception, Cognition, Emotion
12. Looking for the Ultimate Display: A Brief History of Virtual Reality
13. Virtual Reality Wave 3
14. Internet Dreaming—Is the Web Conscious?
15. The Information Age, Virtual Reality, and the Bigger Picture