| 000 | 03800nam a22004095i 4500 | ||
|---|---|---|---|
| 001 | 85973 | ||
| 003 | ES-MaUEC | ||
| 005 | 20230207040536.0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 160706s2016 gw a s 001 0 eng d | ||
| 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) _0Local _9106996 |
|
| 942 |
_2lcc _cLE |
||
| 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 _a_alco _a_vill _b23-09-17 _cm _dz _eo _feng _ggw _h0 |
||
| 945 |
_aHM851 .B35 2016 EB _g1 _ieBOOK _j0 _lmae _o- _pEUR0.00 _q- _r- _sb _t15 _u0 _v0 _w0 _x0 _y.i11595206 _z06-04-17 |
||
| 999 |
_c85973 _d85973 _x1 |
||