PDFPrint

The Real and the Virtual

£0.00
Edited by Daniel Riha & Anna Maj
ISBN: 978-1-84888-012-2
File type: eBook: pdf

The papers in this volume reflect the debates that progressed during the 4th Global conference on Cybercultures: Exploring Critical Issues, held as a part of Cyber Hub activity in Salzburg, Austria in March 2009. The edited draft papers make up a snapshot for the actual publishing.
Description

Being a contemporary dominating cultural paradigm, cyberculture is an important subject for a wide range of researchers representing various disciplines. Thus, the idea of interdisciplinary exchange of knowledge through presenting results of diversified research projects seems to be crucial for their further development at both local and global levels. The research problems connected with cyberculture (or rather cybercultures) nowadays are those arising in the field of philosophy, psychology, sociology, culture, media and game studies, IT studies, engineering, design and law.

Both the constantly emerging and growing virtual communities and the convergence of new media create new possibilities of communication. The current situation enables media users to develop, often subconsciously, their skills and various types of communication behaviour, which results in new models of perception and thinking-thus, new patterns of culture and new forms of society. However, cyberculture, being shaped by the global market and by information marketing provided by major teleinformation companies, still largely depends on the Web users' will and their access to the global information product. Web 2.0 can be without any hesitation regarded as such a productmoreover, a successful one. But the label '2.0' quickly changes into '3.0', as the novelty is one of the priorities of marketing. What does it mean for the users and for future communication? The authors specializing in various disciplines try to find answers to these and other important questions of our contemporariness and future.

Table of Contents

Introduction
Daniel Riha and Anna Maj

PART I: Theories and Concepts of Cyberspace and Cyberculture
Redefining the Body in Cyberculture: Art’s Contribution to a New Understanding of Embodiment
Umut Burcu Tasa and Âli Yurtsever

Human Bodies in Cyberspace
Ayse Sat

PART II: Online Communities, Web 2.0 and Emerging Practices in Social Networking
Hybrid Communities to Digital Arts Festivals: From Online Discussions to Offline Gatherings
Donata Marletta

This Time It’s Personal: Social Networks, Viral Politics and Identity Management
Nils Gustafsson

The Second Self Through Second Life
Kristi N. Scott

PART III: Cybersubcultures
Sex, Sexuality, and Cyberspace
Vikki Fraser

The Use of Social Networking Sites And Their Relation to Users’ Offline Networks
Natalia Waechter,Kaveri Subrahmanyam, Stephanie M. Reich and Guadalupe Espinoza

Cybergrace Among Eating Disorder Survivors in Singapore
Bittiandra Chand Somaiah

PART IV: The Future of Interactive Entertainment
Playing Games as an Art Experience
Jef Folkerts

Anthropology of Accessibility: The Perceptual Problems of Human-Computer Interactions
Anna Maj and Michal Derda-Nowakowski

Part V: Social Presence in Virtual Worlds
Social Nature of Time and Space in Online Games: Designing Fantastic Social Worlds
Göknur Bostanci Ege and Nicholas Koullapis

Web Based Authorship in the Context of User Generated Content: An Analysis of a Turkish Web Site
Eksi Sozluk, Burak Dogu, Zehra Ziraman and D. Emrah Ziraman

Part VI: The Cultures of Online Learning and Educational Use of Videogames
The 3-D Virtual Library Concept Revisited
Daniel Riha

Cyberculture: Learning New Literacies through Machinima
Theodoros Thomas

PART VII: Digital Art and Interactive Storytelling
‘Print Novels and the Mark of the Digital’: Mark Z. Danielewski’s Only Revolutions and Media Convergence
Tatiani G. Rapatzikou

Intermedial Performance: Digital Connectivity
Tyng Shiuh Yap

PART VIII: Cyber-Policy and Cyber-Democracy and their Impact on National and Global Politics
Governance and the Global Metaverse
Melissa deZwart and David Lindsay

Politics and Social Software: Recommendations for Inclusive ICTs
Christina Neumayer, Celina Raffl and Robert M. Bichler

Mediatisation of Terror in Cyberspace: Scrutinizing Al-Qaeda’s Media Strategy
Rasha El-Ibiary

Downloadable Content
You must be registered with us or have an account with us before you can access our range of freely available eBooks. Select a title or titles that you would like to read: add them to your cart, and then go through the Checkout process. At the end of confirming the titles in your Cart you will be provided with a link which will allow you to download your free eBook.

About the Author(s)/Editor(s)
Daniel Riha, Ph.D., Assistant Professor at Faculty of Humanities, Charles University in Prague, Czech Republic. His research includes issues on Serious Games and Multi-user Virtual Environments Design.

Anna Maj, Ph.D., is an assistant professor in the Institute of Cultural Studies, University of Silesia, Katowice, Poland. While interested in media anthropology and theory of perception, currently her research and writing is devoted to the issues of travel and mobility in the context of new technologies. Her research and participation in the Cyberculture conference was generously supported by The Foundation for Polish Science (FNP).

Key Words
video culture, social networking, social culture, identity, web 2.0, web 3.0, future of networking, Internet, games, roles.

Customer Tags
Add Your Tags:

Use commas to separate tags.

Customer Reviews:


There are yet no reviews for this product.
Please log in to write a review.