000 | 03820nam a22005055i 4500 | ||
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001 | 978-3-319-33020-4 | ||
003 | DE-He213 | ||
005 | 20180206183023.0 | ||
007 | cr nn 008mamaa | ||
008 | 160706s2016 gw | s |||| 0|eng d | ||
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_a9783319330204 _9978-3-319-33020-4 |
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050 | 4 | _aQA76.9.C66 | |
072 | 7 |
_aUBJ _2bicssc |
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072 | 7 |
_aCOM079000 _2bisacsh |
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082 | 0 | 4 |
_a004 _223 |
100 | 1 |
_aBainbridge, William Sims. _eauthor. |
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245 | 1 | 0 |
_aVirtual Sociocultural Convergence _h[recurso electrónico] / _cby William Sims Bainbridge. |
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2016. |
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300 |
_aVII, 260 p. 33 illus., 32 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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_atext file _bPDF _2rda |
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505 | 0 | _aIntroduction: Virtual Sociocultural Convergence -- Technological Determinism in Construction of an Online Society -- Convergence in Online Urban Environments -- Social Organizations in Online Virtual Worlds -- Autonomy within Rigid Rule-Based Systems -- Modeling Social Stratification in Online Games -- Linguistic Convergence and Divergence in Middle Earth -- Functional Equivalence across Virtual Cultures -- Individual Incentives for Investment in Gameworlds -- Divergence in the Fall of a Virtual Civilization -- Alienation and Assimilation in a Warcraft World. | |
520 | _aThis 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. | ||
650 | 0 | _aComputer science. | |
650 | 0 | _aUser interfaces (Computer systems). | |
650 | 0 | _aApplication software. | |
650 | 0 | _aComputers and civilization. | |
650 | 0 | _aPersonality. | |
650 | 0 | _aSocial psychology. | |
650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aComputers and Society. |
650 | 2 | 4 | _aUser Interfaces and Human Computer Interaction. |
650 | 2 | 4 | _aPersonality and Social Psychology. |
650 | 2 | 4 | _aComputer Appl. in Social and Behavioral Sciences. |
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9783319330198 |
856 | 4 | 0 |
_zLibro electrónico _uhttp://148.231.10.114:2048/login?url=http://dx.doi.org/10.1007/978-3-319-33020-4 |
912 | _aZDB-2-SCS | ||
942 | _cLIBRO_ELEC | ||
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