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  • 1
    ISBN: 978-0-12-804157-4 , 0-12-804157-9
    Language: English
    Pages: xxvii, 329 Seiten : , Illustrationen ; , 24 cm.
    DDC: 302.23/1
    RVK:
    RVK:
    RVK:
    Keywords: Internet / Social aspects ; Virtual reality / Social aspects ; Self / Social aspects ; Identity (Psychology) ; Gesellschaft ; Virtuelle Realität. ; Identität. ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Virtuelle Realität ; Identität
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    ISBN: 9780128041741
    Language: English
    Pages: 1 Online-Ressource (310 pages)
    Parallel Title: Print version Gackenbach, Jayne Boundaries of Self and Reality Online : Implications of Digitally Constructed Realities
    DDC: 302.231
    Keywords: Social psychology--Research ; Social psychology ; Research ; Electronic books
    Abstract: Title page -- Table of Contents -- Copyright -- List of Contributors -- Author Biographies -- Preface -- Introduction -- Chapter 1. The Dimensions of Cyberpsychology Architecture -- The Identity Dimension: Who Am I? -- The Social Dimension: Who Are We? -- The Interactive Dimension: How Do I Do This? -- The Text Dimension: What Is the Word? -- The Sensory Dimension: How Am I Aware? -- The Temporal Dimension: What Time Is It? -- The Reality Dimension: Is This for Real? -- The Physical Dimension: How Is This Tangible? -- Applying the Dimensions in the Assessment of an Individual -- Applying the Dimensions in the Analysis of an Online Environment -- Applying the Dimensions to Explore Research Concepts -- Section A. Self Online -- Chapter 2. Understanding the Self Through the Use of Digitally Constructed Realities -- Emergence of a Self From Presymbolic Consciousness -- Symbolic Consciousness and the Body -- Symbols and Psyche -- User Action in a Digitally Constructed Reality -- Modeling Behavior From User Action -- Character Structure -- Identifying Level of Development -- Conclusions -- Chapter 3. Flipping Out: Avatars and Identity -- Chapter 4. Avatar Lives: Narratives of Transformation and Identity -- Introduction -- Art and Virtual Space -- The Avatar Construct: Avatar and Identity -- Art, Virtual Geography, and the Avatar -- Other Geographies -- Gender, Biotechnologies, Drifting Bodies -- Conclusion -- Chapter 5. Internet Use and Self-Development in Chinese Culture -- Internet Use Behaviors of Chinese Adolescents and College Students -- Influences of Internet Use on Self-Development of Chinese Adolescents and College Students -- Conclusion -- Chapter 6. Beyond the Boundaries of the Game: The Interplay Between In-Game Phenomena, Structural Characteristics of Video Games, and Game Transfer Phenomena -- Game Transfer Phenomena: A Brief Overview
    Abstract: In-Game Phenomena Relevant to Game Transfer Phenomena -- Sensory Perceptual Stimulation -- High Cognitive Load -- Dissociative States -- High Emotional Engagement -- Conclusion -- Chapter 7. The Self-Other Topology: The Politics of (User) Experience in the Like Economy -- Consumers, Cannon Fodder, and Social Media -- The Created Self -- Mimicry Without (Representational) Mirrors -- The Politics of Affective Experience -- Self, Other, and Imitation -- Radical Relationality -- Alienation in the Shared Experiences of Social Media -- Social Media Contagion -- Chapter 8. The Shadow of Technology: Psyche, Self, and Life Online -- Technology and Its Discontents: Shadow and Technological Pathologies Shadow -- Shadow of Technology: An Online Life -- The Wounded Gods and Neuroses -- The Place of Psyche in a Technological World? -- Conclusion and Implications -- Section B. Simulation or Reality? -- Chapter 9. The Video Gaming Frontier -- The Individual -- Video Game-Based Interventions: Health -- Video Game-Based Interventions: Education and Training -- Society and Culture -- Video Game Culture -- Social Movements -- Race -- Gender -- eSports -- Conclusion -- Chapter 10. The Incarnated Gamer: The Theophoric Quality of Games, Gaming, and Gamers -- Methodology -- Five Levels of Religion in Video Games -- A Theology of Culture in a Digital Age -- The Concepts of Christophorism/Theophorism -- Four Theological Case Studies -- Closing Statement -- Chapter 11. Games, Dreams and Consciousness: Absorption and Perception, Cognition, Emotion -- Perception and Cognition -- Absorption -- Consciousness, Games, and Dreams -- Conclusion -- Chapter 12. Looking for the Ultimate Display: A Brief History of Virtual Reality -- The Ultimate Display -- The Ingredients for Presence -- First Steps in Virtual Reality -- The Modern Age of Virtual Reality
    Abstract: Current Virtual Reality Devices -- Conclusion -- Chapter 13. Virtual Reality Wave 3 -- The Virtual Environment -- The WOW Factor -- Take a Deep Breath -- Immersion -- Lucid Dreams and Virtuality -- Lucid Living -- Diving Deep -- Coming Up for Air -- Synopsis -- Chapter 14. Internet Dreaming-Is the Web Conscious? -- Introduction -- Complexity Theory of Consciousness -- Aspects of Consciousness -- Intelligence -- Attention -- Intention -- Volition -- Autonomy -- Self-awareness and Reflexive Consciousness -- Dreaming Consciousness -- Internet Dreaming -- Machine Dreams as Sleep-Associated Mentation -- Machine Dreams as Metaphor -- Machine Dreams as Bizarre Hallucinatory Mentation -- Dreaming = Rapid Eye Movement Sleep -- Summary: Aspects of AI Consciousness -- The Interface -- Web Consciousness?-Conclusion -- Chapter 15. The Information Age, Virtual Reality, and the Bigger Picture -- Introduction -- Virtual Reality and Us: VR Is As Real As Any Reality Can Be -- The Logic of Virtual Reality -- Physics, Metaphysics, and the Nature of Consciousness -- Life in a Virtual Reality Entropy Reduction Trainer -- Boundaries of Self and Realities Online -- Index
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