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Titlebook: Virtual Sociocultural Convergence; William Sims Bainbridge Book 2016 Springer International Publishing Switzerland 2016 social computing.h

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發(fā)表于 2025-3-21 18:45:31 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Virtual Sociocultural Convergence
編輯William Sims Bainbridge
視頻videohttp://file.papertrans.cn/984/983378/983378.mp4
概述Provides a theoretical basis for human-centered computing in online virtual communities.Explores the convergence of the arts, humanities, social sciences, and information technology in understanding t
圖書封面Titlebook: Virtual Sociocultural Convergence;  William Sims Bainbridge Book 2016 Springer International Publishing Switzerland 2016 social computing.h
描述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 b
出版日期Book 2016
關(guān)鍵詞social computing; human computer interaction; computer games; world of warfare; role playing computer ga
版次1
doihttps://doi.org/10.1007/978-3-319-33020-4
isbn_softcover978-3-319-81424-7
isbn_ebook978-3-319-33020-4
copyrightSpringer International Publishing Switzerland 2016
The information of publication is updating

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Introduction: Virtual Sociocultural Convergence,meworlds that harmonize with, or challenge, their fundamental ideas. This chapter provides a conceptual background based on convergence theory and three examples using different kinds of virtual worlds. First, an avatar emulating Jacob L. Moreno (1889–1974), inventor of psychodrama, pioneer of socia
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Social Organizations in Online Virtual Worlds, of labor. Whether called guilds, clans, tribes, or whatever, long-lasting player teams in massively multiplayer online games (MMOs) illustrate many of the features of real-world human groups, and here are analyzed from the standpoint of standard theory in the sociology of religious movements. Part
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Functional Equivalence Across Virtual Cultures,oses and methodologies. Global communications may either cause convergence of previously distinct national and tribal cultures, or conversely support divergence as individual people may assemble virtually on the basis of unusual interests. Originally, cultural anthropology was both an outgrowth of c
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