語系:
繁體中文
English
說明(常見問題)
圖資館首頁
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Virtual sociocultural convergence
~
Bainbridge, William Sims.
Virtual sociocultural convergence
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Virtual sociocultural convergenceby William Sims Bainbridge.
作者:
Bainbridge, William Sims.
出版者:
Cham :Springer International Publishing :2016.
面頁冊數:
vii, 260 p. :ill. (some col.), digital ;24 cm.
Contained By:
Springer eBooks
標題:
Computational linguistics.
電子資源:
http://dx.doi.org/10.1007/978-3-319-33020-4
ISBN:
9783319330204$q(electronic bk.)
Virtual sociocultural convergence
Bainbridge, William Sims.
Virtual sociocultural convergence
[electronic resource] /by William Sims Bainbridge. - Cham :Springer International Publishing :2016. - vii, 260 p. :ill. (some col.), digital ;24 cm.
Introduction: Virtual Sociocultural Convergence -- Technological Determinism in Construction of an Online Society -- Convergence in Online Urban Environments -- Social Organizations in Online Virtual Worlds -- Autonomy within Rigid Rule-Based Systems -- Modeling Social Stratification in Online Games -- Linguistic Convergence and Divergence in Middle Earth -- Functional Equivalence across Virtual Cultures -- Individual Incentives for Investment in Gameworlds -- Divergence in the Fall of a Virtual Civilization -- Alienation and Assimilation in a Warcraft World.
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 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.
ISBN: 9783319330204$q(electronic bk.)
Standard No.: 10.1007/978-3-319-33020-4doiSubjects--Topical Terms:
181250
Computational linguistics.
LC Class. No.: HM851 / .B35 2016
Dewey Class. No.: 303.4833
Virtual sociocultural convergence
LDR
:02978nmm a2200313 a 4500
001
492774
003
DE-He213
005
20161215094150.0
006
m d
007
cr nn 008maaau
008
170220s2016 gw s 0 eng d
020
$a
9783319330204$q(electronic bk.)
020
$a
9783319330198$q(paper)
024
7
$a
10.1007/978-3-319-33020-4
$2
doi
035
$a
978-3-319-33020-4
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
HM851
$b
.B35 2016
072
7
$a
UBJ
$2
bicssc
072
7
$a
COM079000
$2
bisacsh
082
0 4
$a
303.4833
$2
23
090
$a
HM851
$b
.B162 2016
100
1
$a
Bainbridge, William Sims.
$3
258545
245
1 0
$a
Virtual sociocultural convergence
$h
[electronic resource] /
$c
by William Sims Bainbridge.
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2016.
300
$a
vii, 260 p. :
$b
ill. (some col.), digital ;
$c
24 cm.
505
0
$a
Introduction: Virtual Sociocultural Convergence -- Technological Determinism in Construction of an Online Society -- Convergence in Online Urban Environments -- Social Organizations in Online Virtual Worlds -- Autonomy within Rigid Rule-Based Systems -- Modeling Social Stratification in Online Games -- Linguistic Convergence and Divergence in Middle Earth -- Functional Equivalence across Virtual Cultures -- Individual Incentives for Investment in Gameworlds -- Divergence in the Fall of a Virtual Civilization -- Alienation and Assimilation in a Warcraft World.
520
$a
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 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.
650
0
$a
Computational linguistics.
$3
181250
650
0
$a
Internet
$x
Social aspects.
$3
223647
650
0
$a
Natural language processing (Computer science)
$3
200539
650
1 4
$a
Computer Science.
$3
212513
650
2 4
$a
Computers and Society.
$3
273764
650
2 4
$a
User Interfaces and Human Computer Interaction.
$3
274517
650
2 4
$a
Personality and Social Psychology.
$3
338284
650
2 4
$a
Computer Appl. in Social and Behavioral Sciences.
$3
274376
710
2
$a
SpringerLink (Online service)
$3
273601
773
0
$t
Springer eBooks
856
4 0
$u
http://dx.doi.org/10.1007/978-3-319-33020-4
950
$a
Computer Science (Springer-11645)
筆 0 讀者評論
全部
電子館藏
館藏
1 筆 • 頁數 1 •
1
條碼號
館藏地
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
000000129486
電子館藏
1圖書
電子書
EB HM851 B162 2016
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
多媒體檔案
http://dx.doi.org/10.1007/978-3-319-33020-4
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼
登入