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Living and Dying in a Virtual World, Margaret Gibson; Clarissa Carden


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Автор: Margaret Gibson; Clarissa Carden
Название:  Living and Dying in a Virtual World
ISBN: 9783030094027
Издательство: Springer
Классификация:



ISBN-10: 3030094022
Обложка/Формат: Soft cover
Страницы: 154
Вес: 0.23 кг.
Дата издания: 2018
Серия: Palgrave Macmillan Memory Studies
Язык: English
Издание: Softcover reprint of
Иллюстрации: 7 illustrations, black and white; xiii, 154 p. 7 illus.
Размер: 210 x 148 x 9
Читательская аудитория: General (us: trade)
Основная тема: Cultural and Media Studies
Подзаголовок: Digital Kinships, Nostalgia, and Mourning in Second Life
Ссылка на Издательство: Link
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Поставляется из: Германии
Описание: This book takes readers into stories of love, loss, grief and mourning and reveals the emotional attachments and digital kinships of the virtual 3D social world of Second Life. At fourteen years old, Second Life can no longer be perceived as the young, cutting-edge environment it once was, and yet it endures as a place of belonging, fun, role-play and social experimentation. In this volume, the authors argue that far from facing an impending death, Second Life has undergone a transition to maturity and holds a new type of significance. As people increasingly explore and co-create a sense of self and ways of belonging through avatars and computer screens, the question of where and how people live and die becomes increasingly more important to understand. This book shows how a virtual world can change lives and create forms of memory, nostalgia and mourning for both real and avatar based lives.
Дополнительное описание: 1. Introduction.- 2. Blended Families.- 3. Grievable Lives.- 4. Commemorative Culture.- 5. Sentimental Objects.- 6. Nostalgia.- 7. Conclusion.



Living and Dying in a Virtual World

Автор: Gibson
Название: Living and Dying in a Virtual World
ISBN: 331976098X ISBN-13(EAN): 9783319760988
Издательство: Springer
Рейтинг:
Цена: 6986.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book takes readers into stories of love, loss, grief and mourning and reveals the emotional attachments and digital kinships of the virtual 3D social world of Second Life. At fourteen years old, Second Life can no longer be perceived as the young, cutting-edge environment it once was, and yet it endures as a place of belonging, fun, role-play and social experimentation. In this volume, the authors argue that far from facing an impending death, Second Life has undergone a transition to maturity and holds a new type of significance. As people increasingly explore and co-create a sense of self and ways of belonging through avatars and computer screens, the question of where and how people live and die becomes increasingly more important to understand. This book shows how a virtual world can change lives and create forms of memory, nostalgia and mourning for both real and avatar based lives.

Echoes of Other Worlds: Sound in Virtual Reality

Автор: Tom A. Garner
Название: Echoes of Other Worlds: Sound in Virtual Reality
ISBN: 3319657070 ISBN-13(EAN): 9783319657073
Издательство: Springer
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Цена: 12577.00 р.
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Описание: This book explores the nature and importance of sound in virtual reality (VR). This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

Автор: Pearce, Celia
Название: Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
ISBN: 026251673X ISBN-13(EAN): 9780262516730
Издательство: MIT Press
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Цена: 2772.00 р.
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Описание:

The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.

Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself.

In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds -- actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora -- a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the "play turn" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

Understanding Machinima: Essays on Filmmaking in Virtual Worlds

Автор: Jenna Ng
Название: Understanding Machinima: Essays on Filmmaking in Virtual Worlds
ISBN: 1441140522 ISBN-13(EAN): 9781441140524
Издательство: Bloomsbury Academic
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Цена: 22176.00 р.
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Описание: In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.

The Virtual Transformation of the Public Sphere

Автор: Desai Gaurav
Название: The Virtual Transformation of the Public Sphere
ISBN: 0415811716 ISBN-13(EAN): 9780415811712
Издательство: Taylor&Francis
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Цена: 22968.00 р.
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Описание: The essays in the volume re-examine the debate centred on the Habermasian notion of the public sphere and ask whether the structural transformations of the public sphere by new media technologies are an indication of a degenerate consumerist society, or that of a more egalitarian and democratic public culture.

Virtual Reality: Representations in Contemporary Media

Автор: Melanie Chan
Название: Virtual Reality: Representations in Contemporary Media
ISBN: 1441175318 ISBN-13(EAN): 9781441175311
Издательство: Bloomsbury Academic
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Цена: 15048.00 р.
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Описание: The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality is to examine how they might deny, repress or overlook embodied experience. Specifically, the author will contend that embodiment is a fundamental aspect of immersion in virtual reality, rather than something which is to be transcended. In this way, the book aims to challenge distorted ideas about transcendence and productively contribute to debates about embodiment and technology.

Identity And Leadership In Virtual Communities

Автор: Hickey & Essid
Название: Identity And Leadership In Virtual Communities
ISBN: 1466651504 ISBN-13(EAN): 9781466651500
Издательство: Mare Nostrum (Eurospan)
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Цена: 29938.00 р.
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Описание: The presence and ubiquity of the internet continues to transform the way in which we identify ourselves and others both online and offline. The development of virtual communities permits users to create an online identity to interact with and influence one another in ways that vary greatly from face-to-face interaction.Identity and Leadership in Virtual Communities: Establishing Credibility and Influence explores the notion of establishing an identity online, managing it like a brand and using it with particular members of a community. Bringing together a range of voices exemplifying how participants in online communities influence one another, this book serves as an essential reference for academicians, researchers, students and professionals, including bloggers, software designers and entrepreneurs seeking to build and manage their engagement online.

Internet Afterlife: Virtual Salvation in the 21st Century

Автор: O`Neill Kevin
Название: Internet Afterlife: Virtual Salvation in the 21st Century
ISBN: 1440837961 ISBN-13(EAN): 9781440837968
Издательство: Bloomsbury
Цена: 7425.00 р.
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Описание:

The Internet has reinvented the paradigm of life and death: social media enables a discourse with loved ones long after their deaths, while gaming sites provide opportunities for multiple lives and life forms. In this thought-provoking work, author Kevin O'Neill examines America's concept of afterlife--as imagined in cyberspace--and considers how technologies designed to emulate immortality present serious challenges to our ideas about human identity and to our religious beliefs about heaven and hell.

The first part of the work--covering the period between 1840 and 1860--addresses post-mortem photography, cemetery design, and spiritualism. The second section discusses Internet afterlife, including online memorials and cemeteries; social media legacy pages; and sites that curate passwords, bequests, and final requests. The work concludes with chapters on the transhumanist movement, the philosophical and religious debates about Internet immortality, and the study of technologies attempting to extend life long after the human form ceases.


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