As technology continues to rapidly advance, individuals and society are profoundly changed. So too are the tools used to measure this universe and, therefore, our understanding of reality improves. Boundaries of Self and Reality Online examines the idea that technological advances associated with the Internet are moving us in multiple domains toward various "edges." These edges range from self, to society, to relationships, and even to the very nature of reality. Boundaries are dissolving and we are redefining the elements of identity. The book begins with explorations of the digitally…mehr
As technology continues to rapidly advance, individuals and society are profoundly changed. So too are the tools used to measure this universe and, therefore, our understanding of reality improves. Boundaries of Self and Reality Online examines the idea that technological advances associated with the Internet are moving us in multiple domains toward various "edges." These edges range from self, to society, to relationships, and even to the very nature of reality. Boundaries are dissolving and we are redefining the elements of identity. The book begins with explorations of the digitally constructed self and the relationship between the individual and technological reality. Then, the focus shifts to society at large and includes a contribution from Chinese researchers about the isolated Chinese Internet. The later chapters of the book explore digital reality at large, including discussions on virtual reality, Web consciousness, and digital physics.
Johnathan Bown received his M. Ed. in 2015 in Counselling Psychology from The University of Lethbridge. He is currently a practicing psychologist in the Edmonton, Alberta community. He has maintained research-oriented endeavors in the realms of psychology, dreams, and gaming since the beginning of his post-secondary education. Mr. Bown is registered with the Canadian Counselling and Psychotherapy Association as well as the College of Alberta Psychologists. He practices from the Humanistic approach of psychotherapy and promotes a holistic approach to wellbeing. He has published on mindfulness practices in gaming, presence in video gaming, and the incorporation of game content into dreams. In 2015, he published "Video games, nightmares, and emotional processing? in the edited book, Emotions and Technology through Elsevier. Mr. Bown has also presented posters at The Banff Annual Seminal in Cognitive Science (2009) and at Towards a Science of Consciousness (2010). Recently, he has created and facilitated an online workshop for nurses on the topic of sexual addition (2016) through Alberta Society for the Promotion of Sexual Health, as well as presented on similar topics at the Biennial Western Canadian Conference of Sexual Health (2016).
Inhaltsangabe
1. The Dimensions of Cyberpsychology Architecture
Section A. Self Online 2. Understanding the Self Through the Use of Digitally Constructed Realities 3. Flipping Out: Avatars and Identity 4. Avatar Lives: Narratives of Transformation and Identity 5. Internet Use and Self-Development in Chinese Culture 6. Beyond the Boundaries of the Game: The Interplay Between In-Game Phenomena, Structural Characteristics of Video Games, and Game Transfer Phenomena 7. The Self-Other Topology: The Politics of (User) Experience in the Like Economy 8. The Shadow of Technology: Psyche, Self, and Life Online
Section B. Simulation or Reality? 9. The Video Gaming Frontier 10. The Incarnated Gamer: The Theophoric Quality of Games, Gaming, and Gamers 11. Games, Dreams and Consciousness: Absorption and Perception, Cognition, Emotion 12. Looking for the Ultimate Display: A Brief History of Virtual Reality 13. Virtual Reality Wave 3 14. Internet Dreaming-Is the Web Conscious? 15. The Information Age, Virtual Reality, and the Bigger Picture
Section A. Self Online 2. Understanding the Self Through the Use of Digitally Constructed Realities 3. Flipping Out: Avatars and Identity 4. Avatar Lives: Narratives of Transformation and Identity 5. Internet Use and Self-Development in Chinese Culture 6. Beyond the Boundaries of the Game: The Interplay Between In-Game Phenomena, Structural Characteristics of Video Games, and Game Transfer Phenomena 7. The Self-Other Topology: The Politics of (User) Experience in the Like Economy 8. The Shadow of Technology: Psyche, Self, and Life Online
Section B. Simulation or Reality? 9. The Video Gaming Frontier 10. The Incarnated Gamer: The Theophoric Quality of Games, Gaming, and Gamers 11. Games, Dreams and Consciousness: Absorption and Perception, Cognition, Emotion 12. Looking for the Ultimate Display: A Brief History of Virtual Reality 13. Virtual Reality Wave 3 14. Internet Dreaming-Is the Web Conscious? 15. The Information Age, Virtual Reality, and the Bigger Picture
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