Description

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Table of Contents
1. 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

Boundaries of Self and Reality Online

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A Hardback by Jayne Gackenbach, Johnathan Bown

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    View other formats and editions of Boundaries of Self and Reality Online by Jayne Gackenbach

    Publisher: Elsevier Science
    Publication Date: 2/15/2017 12:00:00 AM
    ISBN13: 9780128041574, 978-0128041574
    ISBN10: 0128041579

    Description

    Book Synopsis


    Table of Contents
    1. 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

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