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001 EBC6359675
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006 m o d |
007 cr cnu||||||||
008 240724s2020 xx o ||||0 eng d
020 _a9781848880122
_q(electronic bk.)
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
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
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