000 03750nam a22005055i 4500
001 978-3-319-33020-4
003 DE-He213
005 20200421111846.0
007 cr nn 008mamaa
008 160706s2016 gw | s |||| 0|eng d
020 _a9783319330204
_9978-3-319-33020-4
024 7 _a10.1007/978-3-319-33020-4
_2doi
050 4 _aQA76.9.C66
072 7 _aUBJ
_2bicssc
072 7 _aCOM079000
_2bisacsh
082 0 4 _a004
_223
100 1 _aBainbridge, William Sims.
_eauthor.
245 1 0 _aVirtual Sociocultural Convergence
_h[electronic resource] /
_cby William Sims Bainbridge.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2016.
300 _aVII, 260 p. 33 illus., 32 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
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 _uhttp://dx.doi.org/10.1007/978-3-319-33020-4
912 _aZDB-2-SCS
942 _cEBK
999 _c55799
_d55799