Description
Book SynopsisTable of Contents1. The Dimensions of Cyberpsychology Architecture Section A. Self Online 2. Understanding the Self Through the Use of Digitally Constructed Realities 3. Flipping Out: Avatars and Identity 4. Avatar Lives: Narratives of Transformation and Identity 5. Internet Use and Self-Development in Chinese Culture 6. Beyond the Boundaries of the Game: The Interplay Between In-Game Phenomena, Structural Characteristics of Video Games, and Game Transfer Phenomena 7. The Self–Other Topology: The Politics of (User) Experience in the Like Economy 8. The Shadow of Technology: Psyche, Self, and Life Online Section B. Simulation or Reality? 9. The Video Gaming Frontier 10. The Incarnated Gamer: The Theophoric Quality of Games, Gaming, and Gamers 11. Games, Dreams and Consciousness: Absorption and Perception, Cognition, Emotion 12. Looking for the Ultimate Display: A Brief History of Virtual Reality 13. Virtual Reality Wave 3 14. Internet Dreaming—Is the Web Conscious? 15. The Information Age, Virtual Reality, and the Bigger Picture