000 | 03553nam a22004453i 4500 | ||
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001 | EBC6359675 | ||
003 | MiAaPQ | ||
005 | 20240724114559.0 | ||
006 | m o d | | ||
007 | cr cnu|||||||| | ||
008 | 240724s2020 xx o ||||0 eng d | ||
020 |
_a9781848880122 _q(electronic bk.) |
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020 | _z9789004403642 | ||
035 | _a(MiAaPQ)EBC6359675 | ||
035 | _a(Au-PeEL)EBL6359675 | ||
035 | _a(OCoLC)1202472361 | ||
040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
||
050 | 4 | _aQA76.9.C66 .R435 2009 | |
082 | 0 | _a303.4834 | |
100 | 1 | _aRiha, Daniel. | |
245 | 1 | 4 |
_aThe Real and the Virtual : _bCritical Issues in Cybercultures. |
250 | _a1st ed. | ||
264 | 1 |
_aBoston : _bBRILL, _c2020. |
|
264 | 4 | _c©2009. | |
300 | _a1 online resource (218 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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505 | 0 | _aIntro -- The Real and the Virtual: Critical Issues in Cybercultures -- Table of Contents -- Introduction -- PART I. Theories and Concepts of Cyberspace and Cyberculture -- Redefining the Body in Cyberculture: Art's Contribution to a New Understanding of Embodiment -- Human Bodies in Cyberspace -- PART II. Online Communities, Web 2.0 and Emerging Practices In Social Networking -- Hybrid Communities to Digital Arts Festivals: From Online Discussions to Offline Gatherings -- This Time It's Personal: Social Networks, Viral Politics and Identity Management -- The Second Self Through Second Life -- PART III: Cybersubcultures -- Sex, Sexuality, and Cyberspace -- The Use of Social Networking Sites And Their Relation to Users' Offline Networks -- Cybergrace Among Eating Disorder Survivors in Singapore -- PART IV: The Future of Interactive Entertainment -- Playing Games as an Art Experience -- Anthropology of Accessibility: The Perceptual Problems of Human-Computer Interactions -- PART V: Social Presence in Virtual Worlds -- Social Nature of Time and Space in Online Games: Designing Fantastic Social Worlds -- Web Based Authorship in the Context of User Generated Content: An Analysis of a Turkish Web Site: Eksi Sozluk -- PART VI: The Cultures of Online Learning and Educational Use of Videogames -- The 3-D Virtual Library Concept Revisited -- Cyberculture: Learning New Literacies through Machinima -- PART VII: Digital Art and Interactive Storytelling -- 'Print Novels and the Mark of the Digital': Mark Z. Danielewski's Only Revolutions and Media Convergence -- Intermedial Performance: Digital Connectivity -- PART VIII: Cyber-Policy and Cyber-Democracy and their Impact on National and Global Politics -- Governance and the Global Metaverse -- Politics and Social Software: Recommendations for Inclusive ICTs. | |
505 | 8 | _aMediatisation of Terror in Cyberspace: Scrutinizing Al-Qaeda's Media Strategy. | |
588 | _aDescription based on publisher supplied metadata and other sources. | ||
590 | _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. | ||
650 | 0 | _aComputers and civilization. | |
650 | 0 | _aInternet-Social aspects. | |
650 | 0 | _aCyberspace-Social aspects. | |
655 | 4 | _aElectronic books. | |
776 | 0 | 8 |
_iPrint version: _aRiha, Daniel _tThe Real and the Virtual: Critical Issues in Cybercultures _dBoston : BRILL,c2020 _z9789004403642 |
797 | 2 | _aProQuest (Firm) | |
856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=6359675 _zClick to View |
999 |
_c21562 _d21562 |