Virtual Sociocultural Convergence (Record no. 55799)

000 -LEADER
fixed length control field 03750nam a22005055i 4500
001 - CONTROL NUMBER
control field 978-3-319-33020-4
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20200421111846.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 160706s2016 gw | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9783319330204
-- 978-3-319-33020-4
082 04 - CLASSIFICATION NUMBER
Call Number 004
100 1# - AUTHOR NAME
Author Bainbridge, William Sims.
245 10 - TITLE STATEMENT
Title Virtual Sociocultural Convergence
300 ## - PHYSICAL DESCRIPTION
Number of Pages VII, 260 p. 33 illus., 32 illus. in color.
505 0# - FORMATTED CONTENTS NOTE
Remark 2 Introduction: 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 ## - SUMMARY, ETC.
Summary, etc 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.
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-3-319-33020-4
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Cham :
-- Springer International Publishing :
-- Imprint: Springer,
-- 2016.
336 ## -
-- text
-- txt
-- rdacontent
337 ## -
-- computer
-- c
-- rdamedia
338 ## -
-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- rda
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer science.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- User interfaces (Computer systems).
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Application software.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computers and civilization.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Personality.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Social psychology.
650 14 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer Science.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computers and Society.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- User Interfaces and Human Computer Interaction.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Personality and Social Psychology.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer Appl. in Social and Behavioral Sciences.
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-- ZDB-2-SCS

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