Virtual Sociocultural Convergence
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
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Virtual Sociocultural Convergence
Virtual Sociocultural Convergence
William Sims Bainbridge
Virtual Sociocultural Convergence
William Sims Bainbridge Arlington, VA, USA
ISBN 978-3-319-33019-8 ISBN 978-3-319-33020-4 DOI 10.1007/978-3-319-33020-4
(eBook)
Library of Congress Control Number: 2016940513 © Springer International Publishing Switzerland 2016 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Cover illustration: The avatar based on Jacob Moreno, inventor of psychodrama, explored many psychology locations in Second Life, and here is taking that expedition one step further, by role-playing a monk in a cathedral, giving a sermon based on the book before him, which represents this book. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG Switzerland
Contents
1
Introduction: Virtual Sociocultural Convergence ................................ Looking Backward .................................................................................... Psychodrama ............................................................................................. A Secondary Life ...................................................................................... Convergence of the Past with the Future.............................................. Gameworld as Civilization ........................................................................ Conclusion ................................................................................................ References .................................................................................................
1 2 5 7 12 18 22 22
2
Technological Determinism in Construction of an Online Society ..... Social Change ........................................................................................... The Virtual Lake Tahoe ............................................................................. Joining the Pawnee Tribe ..........
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