Virtual Sociocultural Convergence
Softcover reprint of the original 1st ed. 2016
Book Details
Format
Paperback / Softback
ISBN-10
3319814249
ISBN-13
9783319814247
Edition
Softcover reprint of the original 1st ed. 2016
Publisher
Springer International Publishing AG
Imprint
Springer International Publishing AG
Country of Manufacture
GB
Country of Publication
GB
Publication Date
May 31st, 2018
Print length
260 Pages
Product Classification:
Social research & statisticsSocial research and statisticsPsychology: the self, ego, identity, personalityThe self, ego, identity, personalityDigital and Information technology: general topicsInformation technology: general issuesDigital and information technologies: social and ethical aspectsEthical & social aspects of ITHuman-computer interactionHuman–computer interaction
Ksh 16,200.00
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This book explores the remarkable sociocultural convergence in multiplayer online games and other virtual worlds, through the unification of computer science, social science, and the humanities.
This book explores the remarkable sociocultural convergence in multiplayer online games and other virtual worlds, through the unification of computer science, social science, and the humanities. The emergence of online media provides not only new methods for collecting social science data, but also contexts for developing theory and conducting education in the arts as well as technology. Notably, role-playing games and virtual worlds naturally demonstrate many classical concepts about human behaviour, in ways that encourage innovative thinking. The inspiration derives from the internationally shared values developed in a fifteen-year series of conferences on science and technology convergence. The primary methodology is focused on sending avatars, representing classical social theorists or schools of thought, into online gameworlds that harmonize with, or challenge, their fundamental ideas, including technological determinism, urban sociology, group formation,freedom versus control, class stratification, linguistic variation, functional equivalence across cultures, behavioural psychology, civilization collapse, and ethnic pluralism. Researchers and students in the social and behavioural sciences will benefit from the many diverse examples of how both qualitative and quantitative science of culture and society can be performed in online communities of many kinds, even as artists and gamers learn styles and skills they may apply in their own work and play.
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