Muutke küpsiste eelistusi

Virtual Sociocultural Convergence 1st ed. 2016 [Kõva köide]

  • Formaat: Hardback, 260 pages, kõrgus x laius: 235x155 mm, kaal: 5751 g, 32 Illustrations, color; 1 Illustrations, black and white; VII, 260 p. 33 illus., 32 illus. in color., 1 Hardback
  • Ilmumisaeg: 19-Jul-2016
  • Kirjastus: Springer International Publishing AG
  • ISBN-10: 3319330195
  • ISBN-13: 9783319330198
  • Kõva köide
  • Hind: 95,02 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Tavahind: 111,79 €
  • Säästad 15%
  • Raamatu kohalejõudmiseks kirjastusest kulub orienteeruvalt 2-4 nädalat
  • Kogus:
  • Lisa ostukorvi
  • Tasuta tarne
  • Tellimisaeg 2-4 nädalat
  • Lisa soovinimekirja
  • Formaat: Hardback, 260 pages, kõrgus x laius: 235x155 mm, kaal: 5751 g, 32 Illustrations, color; 1 Illustrations, black and white; VII, 260 p. 33 illus., 32 illus. in color., 1 Hardback
  • Ilmumisaeg: 19-Jul-2016
  • Kirjastus: Springer International Publishing AG
  • ISBN-10: 3319330195
  • ISBN-13: 9783319330198
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 cont

rol, 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.

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.
1 Introduction: Virtual Sociocultural Convergence
1(24)
Looking Backward
2(3)
Psychodrama
5(2)
A Secondary Life
7(11)
Convergence of the Past with the Future
12(6)
Gameworld as Civilization
18(4)
Conclusion
22(1)
References
22(3)
2 Technological Determinism in Construction of an Online Society
25(20)
Social Change
26(2)
The Virtual Lake Tahoe
28(5)
Joining the Pawnee Tribe
33(8)
Technological Indeterminism
37(4)
Conclusion
41(1)
References
42(3)
3 Convergence in Online Urban Environments
45(24)
A School of Thought
45(2)
Areas of Paragon City
47(5)
An Urban Matrix
52(5)
A Network of Cities
57(3)
A Pseudo-Rome
60(4)
Conclusion
64(2)
References
66(3)
4 Social Organizations in Online Virtual Worlds
69(24)
Compensation and Collectivity
69(4)
Endless Teamwork
73(4)
Arguably the Largest World
77(3)
Ancient Virtual Egypt
80(4)
Multiple Guild Functions
84(4)
Conclusion
88(2)
References
90(3)
5 Autonomy Within Rigid Rule-Based Systems
93(24)
A Towering Intellect
93(4)
Escaping a Scripted Role
97(6)
God Mode Fallout
103(6)
A Quartet of Avatars
109(3)
Conclusion
112(2)
References
114(3)
6 Modeling Social Stratification in Online Games
117(24)
Ludic Structures
117(2)
Dynamic Structures
119(2)
Rifts in Strata
121(2)
Fishing for Honor
123(4)
Bandit Capitalism
127(6)
Iron and Gold
133(3)
Conclusion
136(2)
References
138(3)
7 Linguistic Convergence and Divergence in Middle Earth
141(24)
Historical Dialectology
141(3)
The Value of a Treasure
144(3)
Proper Names
147(2)
Tavern Chatting
149(4)
Tolkien auf Deutsch
153(3)
Translating Tasks
156(4)
Conclusion
160(1)
References
161(4)
8 Functional Equivalence Across Virtual Cultures
165(22)
Cultural Extinction
166(2)
The Polish Argonaut
168(4)
Culturally Relative Avatars
172(5)
Ritual Orcish Initiation
177(3)
Miscellaneous Observations
180(2)
Conclusion
182(2)
References
184(3)
9 Individual Incentives for Investment in Gameworlds
187(24)
Homansian Sociology
187(3)
A Vast Mythos
190(3)
The Costs of Stumbling
193(4)
A Disciple of the Land
197(2)
Cultural Relativism
199(3)
A World Reborn
202(3)
Conclusion
205(2)
References
207(4)
10 Divergence in the Fall of a Virtual Civilization
211(26)
Nightmare Intellectuals
211(3)
War and Peace
214(4)
Non-player Factions
218(2)
Player Factions
220(4)
The Environmental Vista
224(2)
A Skillful Economy
226(5)
Conclusion
231(3)
References
234(3)
11 Alienation and Assimilation in a Warcraft World
237
Two Intertwined Viewpoints
237(4)
Joining the Alliance
241(4)
Joining the Horde
245(3)
Nothing in Moderation
248(3)
Refusal to Pander
251(1)
Engineering Satire
252(4)
Conclusion
256(2)
References
258