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Boundaries of self and reality onlin...
~
Gackenbach, Jayne (1946-,)
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Boundaries of self and reality online : = implications of digitally constructed realities /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Boundaries of self and reality online :/ edited by Jayne Gakenbach, Jonathan Bown.
Reminder of title:
implications of digitally constructed realities /
other author:
Gackenbach, Jayne
Description:
1 online resource (xxvii, 329 pages) :illustrations
[NT 15003449]:
Chapter 1. The Dimensions of Cyberpsychology Architecture -- Section A. Self Online. Chapter 2. Understanding the Self Through the Use of Digitally Constructed Realities -- Chapter 3. Flipping Out: Avatars and Identity -- Chapter 4. Avatar Lives: Narratives of Transformation and Identity -- Chapter 5. Internet Use and Self-Development in Chinese Culture -- Chapter 6. Beyond the Boundaries of the Game: The Interplay Between In-Game Phenomena, Structural Characteristics of Video Games, and Game Transfer Phenomena -- Chapter 7. The Self-Other Topology: The Politics of (User) Experience in the Like Economy -- Chapter 8. The Shadow of Technology: Psyche, Self, and Life Online -- Section B. Simulation or Reality? Chapter 9. The Video Gaming Frontier -- Chapter 10. The Incarnated Gamer: the Theophoric Quality of Games, Gaming, and Gamers -- Chapter 11. Games, Dreams and Consciousness: Absorption and Perception, Cognition, Emotion -- Chapter 12. Looking for the Ultimate Display: a Brief History of Virtual Reality -- Chapter 13. Virtual Reality Wave 3 -- Chapter 14. Internet Dreaming--Is the Web Conscious? -- Chapter 15. The Information Age, Virtual Reality, and the Bigger Picture -- Index.
Subject:
Internet - Social aspects. -
Online resource:
https://www.sciencedirect.com/science/book/9780128041574
ISBN:
9780128041741
Boundaries of self and reality online : = implications of digitally constructed realities /
Boundaries of self and reality online :
implications of digitally constructed realities /edited by Jayne Gakenbach, Jonathan Bown. - 1 online resource (xxvii, 329 pages) :illustrations
Includes bibliographical references and index.
Chapter 1. The Dimensions of Cyberpsychology Architecture -- Section A. Self Online. Chapter 2. Understanding the Self Through the Use of Digitally Constructed Realities -- Chapter 3. Flipping Out: Avatars and Identity -- Chapter 4. Avatar Lives: Narratives of Transformation and Identity -- Chapter 5. Internet Use and Self-Development in Chinese Culture -- Chapter 6. Beyond the Boundaries of the Game: The Interplay Between In-Game Phenomena, Structural Characteristics of Video Games, and Game Transfer Phenomena -- Chapter 7. The Self-Other Topology: The Politics of (User) Experience in the Like Economy -- Chapter 8. The Shadow of Technology: Psyche, Self, and Life Online -- Section B. Simulation or Reality? Chapter 9. The Video Gaming Frontier -- Chapter 10. The Incarnated Gamer: the Theophoric Quality of Games, Gaming, and Gamers -- Chapter 11. Games, Dreams and Consciousness: Absorption and Perception, Cognition, Emotion -- Chapter 12. Looking for the Ultimate Display: a Brief History of Virtual Reality -- Chapter 13. Virtual Reality Wave 3 -- Chapter 14. Internet Dreaming--Is the Web Conscious? -- Chapter 15. The Information Age, Virtual Reality, and the Bigger Picture -- Index.
ISBN: 9780128041741Subjects--Topical Terms:
539439
Internet
--Social aspects.Index Terms--Genre/Form:
542853
Electronic books.
LC Class. No.: HM851 / .B686 2017
Dewey Class. No.: 302.23/1
Boundaries of self and reality online : = implications of digitally constructed realities /
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Chapter 1. The Dimensions of Cyberpsychology Architecture -- Section A. Self Online. Chapter 2. Understanding the Self Through the Use of Digitally Constructed Realities -- Chapter 3. Flipping Out: Avatars and Identity -- Chapter 4. Avatar Lives: Narratives of Transformation and Identity -- Chapter 5. Internet Use and Self-Development in Chinese Culture -- Chapter 6. Beyond the Boundaries of the Game: The Interplay Between In-Game Phenomena, Structural Characteristics of Video Games, and Game Transfer Phenomena -- Chapter 7. The Self-Other Topology: The Politics of (User) Experience in the Like Economy -- Chapter 8. The Shadow of Technology: Psyche, Self, and Life Online -- Section B. Simulation or Reality? Chapter 9. The Video Gaming Frontier -- Chapter 10. The Incarnated Gamer: the Theophoric Quality of Games, Gaming, and Gamers -- Chapter 11. Games, Dreams and Consciousness: Absorption and Perception, Cognition, Emotion -- Chapter 12. Looking for the Ultimate Display: a Brief History of Virtual Reality -- Chapter 13. Virtual Reality Wave 3 -- Chapter 14. Internet Dreaming--Is the Web Conscious? -- Chapter 15. The Information Age, Virtual Reality, and the Bigger Picture -- Index.
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https://www.sciencedirect.com/science/book/9780128041574
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W9372398
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EB HM851 .B686 2017
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