Overview
- 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 the global Internet revolution
- Expands the methodologies for role-playing research, combining method acting, psychodrama, and avatar-based expression of fundamental principles
- Achieves synergy of the past with the future, as classic social theory illuminates prophetic virtual worlds
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Table of contents (11 chapters)
Keywords
About this book
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 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.
Authors and Affiliations
Bibliographic Information
Book Title: Virtual Sociocultural Convergence
Authors: William Sims Bainbridge
DOI: https://doi.org/10.1007/978-3-319-33020-4
Publisher: Springer Cham
eBook Packages: Computer Science, Computer Science (R0)
Copyright Information: Springer International Publishing Switzerland 2016
Hardcover ISBN: 978-3-319-33019-8Published: 19 July 2016
Softcover ISBN: 978-3-319-81424-7Published: 31 May 2018
eBook ISBN: 978-3-319-33020-4Published: 06 July 2016
Edition Number: 1
Number of Pages: VII, 260
Number of Illustrations: 1 b/w illustrations, 32 illustrations in colour
Topics: Computers and Society, User Interfaces and Human Computer Interaction, Personality and Social Psychology, Computer Appl. in Social and Behavioral Sciences
Industry Sectors: Finance, Business & Banking, IT & Software, Telecommunications