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020 _a9783319330204
024 7 _a10.1007/978-3-319-33020-4
_2doi
040 _aES-MaUEC
050 4 _aHM851
_b.B35 2016 EB
082 0 4 _a004
100 1 _aBainbridge, William Sims
_925440
_0comprobar BNE19974276021
245 1 0 _aVirtual Sociocultural Convergence
_cby William Sims Bainbridge
264 1 _aCham
_bSpringer International Publishing
_c2016
300 _a1 recurso en línea (VII, 260 p.)
_b33 ilustraciones, 32 ilustraciones en color
336 _aTexto (visual)
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
505 0 _aIntroduction: 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 _aThis 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.
710 2 _aSpringerLink (Online service)
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942 _2lcc
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988 _aEBOOK, EBSPRINGER
650 7 _aSociedad de la información
_0comprobar BNE20010558952
_2embne
_9158226
650 7 _aInterfaces de usuario
_0comprobar BNE19942283252
_2embne
_9149839
650 0 7 _aSoftware de aplicación
_2embne
_9419596
650 7 _aProceso en lenguaje natural (Informática)
_0comprobar BNE20012033390
_2embne
_9158738
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://link.springer.com/book/10.1007/978-3-319-33020-4
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
901 _ai9783319330204
907 _a.b12952515
_b10-10-17
_c21-11-16
998 _am
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_b23-09-17
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945 _aHM851 .B35 2016 EB
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