Boundaries of Self and Reality Online: Implications of Digitally Constructed Realities
Editat de Jayne Gackenbach, Johnathan Bownen Limba Engleză Hardback – 15 feb 2017
- 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
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Specificații
ISBN-13: 9780128041574
ISBN-10: 0128041579
Pagini: 358
Dimensiuni: 152 x 229 x 26 mm
Greutate: 0.78 kg
Editura: ELSEVIER SCIENCE
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
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