Boundaries of Self and Reality Online Implications of Digitally Constructed Realities 1st Edition by Jayne Gackenbach, Johnathan Bown – Ebook PDF Instant Download/Delivery: 0128041579 ,978-0128041574
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Product details:
ISBN 10: 0128041579
ISBN 13: 978-0128041574
Author: Jayne Gackenbach, Johnathan Bown
As technology continues to rapidly advance, individuals and society are profoundly changed. So too are the tools used to measure this universe and, therefore, our understanding of reality improves. Boundaries of Self and Reality Online examines the idea that technological advances associated with the Internet are moving us in multiple domains toward various “edges.” These edges range from self, to society, to relationships, and even to the very nature of reality. Boundaries are dissolving and we are redefining the elements of identity. The book begins with explorations of the digitally constructed self and the relationship between the individual and technological reality. Then, the focus shifts to society at large and includes a contribution from Chinese researchers about the isolated Chinese Internet. The later chapters of the book explore digital reality at large, including discussions on virtual reality, Web consciousness, and digital physics.
Cyberpsychology architecture
Video games as a tool for self-understanding
Avatars and the meaning behind them
Game transfer phenomena
A Jungian perspective on technology
Politics of social media
The history and science of video game play
Transcendent virtual reality experiences
The theophoric quality of video games
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Table of contents:
Chapter 1. The Dimensions of Cyberpsychology Architecture
The Identity Dimension: Who Am I?
The Social Dimension: Who Are We?
The Interactive Dimension: How Do I Do This?
The Text Dimension: What Is the Word?
The Sensory Dimension: How Am I Aware?
The Temporal Dimension: What Time Is It?
The Reality Dimension: Is This for Real?
The Physical Dimension: How Is This Tangible?
Applying the Dimensions in the Assessment of an Individual
Applying the Dimensions in the Analysis of an Online Environment
Applying the Dimensions to Explore Research Concepts
Section A. Self Online
Chapter 2. Understanding the Self Through the Use of Digitally Constructed Realities
Emergence of a Self From Presymbolic Consciousness
Symbolic Consciousness and the Body
Symbols and Psyche
User Action in a Digitally Constructed Reality
Modeling Behavior From User Action
Character Structure
Identifying Level of Development
Conclusions
Chapter 3. Flipping Out: Avatars and Identity
Chapter 4. Avatar Lives: Narratives of Transformation and Identity
Introduction
Art and Virtual Space
The Avatar Construct: Avatar and Identity
Art, Virtual Geography, and the Avatar
Other Geographies
Gender, Biotechnologies, Drifting Bodies
Conclusion
Chapter 5. Internet Use and Self-Development in Chinese Culture
Internet Use Behaviors of Chinese Adolescents and College Students
Influences of Internet Use on Self-Development of Chinese Adolescents and College Students
Conclusion
Chapter 6. Beyond the Boundaries of the Game: The Interplay Between In-Game Phenomena, Structural Characteristics of Video Games, and Game Transfer Phenomena
Game Transfer Phenomena: A Brief Overview
In-Game Phenomena Relevant to Game Transfer Phenomena
Sensory Perceptual Stimulation
High Cognitive Load
Dissociative States
High Emotional Engagement
Conclusion
Chapter 7. The Self–Other Topology: The Politics of (User) Experience in the Like Economy
Consumers, Cannon Fodder, and Social Media
The Created Self
Mimicry Without (Representational) Mirrors
The Politics of Affective Experience
Self, Other, and Imitation
Radical Relationality
Alienation in the Shared Experiences of Social Media
Social Media Contagion
Chapter 8. The Shadow of Technology: Psyche, Self, and Life Online
Technology and Its Discontents: Shadow and Technological Pathologies Shadow
Shadow of Technology: An Online Life
The Wounded Gods and Neuroses
The Place of Psyche in a Technological World?
Conclusion and Implications
Section B. Simulation or Reality?
Chapter 9. The Video Gaming Frontier
The Individual
Video Game–Based Interventions: Health
Video Game–Based Interventions: Education and Training
Society and Culture
Video Game Culture
Social Movements
Race
Gender
eSports
Conclusion
Chapter 10. The Incarnated Gamer: The Theophoric Quality of Games, Gaming, and Gamers
Methodology
Five Levels of Religion in Video Games
A Theology of Culture in a Digital Age
The Concepts of Christophorism/Theophorism
Four Theological Case Studies
Closing Statement
Chapter 11. Games, Dreams and Consciousness: Absorption and Perception, Cognition, Emotion
Perception and Cognition
Absorption
Consciousness, Games, and Dreams
Conclusion
Chapter 12. Looking for the Ultimate Display: A Brief History of Virtual Reality
The Ultimate Display
The Ingredients for Presence
First Steps in Virtual Reality
The Modern Age of Virtual Reality
Current Virtual Reality Devices
Conclusion
Chapter 13. Virtual Reality Wave 3
The Virtual Environment
The WOW Factor
Take a Deep Breath
Immersion
Lucid Dreams and Virtuality
Lucid Living
Diving Deep
Coming Up for Air
Synopsis
Chapter 14. Internet Dreaming—Is the Web Conscious?
Introduction
Complexity Theory of Consciousness
Aspects of Consciousness
Intelligence
Attention
Intention
Volition
Autonomy
Self-awareness and Reflexive Consciousness
Dreaming Consciousness
Internet Dreaming
Machine Dreams as Sleep-Associated Mentation
Machine Dreams as Metaphor
Machine Dreams as Bizarre Hallucinatory Mentation
Dreaming = Rapid Eye Movement Sleep
Summary: Aspects of AI Consciousness
The Interface
Web Consciousness?—Conclusion
Chapter 15. The Information Age, Virtual Reality, and the Bigger Picture
Introduction
Virtual Reality and Us: VR Is As Real As Any Reality Can Be
The Logic of Virtual Reality
Physics, Metaphysics, and the Nature of Consciousness
Life in a Virtual Reality Entropy Reduction Trainer
Boundaries of Self and Realities Online
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