000 | 03326nam a22005175i 4500 | ||
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001 | 978-0-85729-361-9 | ||
003 | DE-He213 | ||
005 | 20140220083713.0 | ||
007 | cr nn 008mamaa | ||
008 | 110705s2011 xxk| s |||| 0|eng d | ||
020 |
_a9780857293619 _9978-0-85729-361-9 |
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024 | 7 |
_a10.1007/978-0-85729-361-9 _2doi |
|
050 | 4 | _aQA76.9.U83 | |
050 | 4 | _aQA76.9.H85 | |
072 | 7 |
_aUYZG _2bicssc |
|
072 | 7 |
_aCOM070000 _2bisacsh |
|
082 | 0 | 4 |
_a005.437 _223 |
082 | 0 | 4 |
_a4.019 _223 |
100 | 1 |
_aPeachey, Anna. _eeditor. |
|
245 | 1 | 0 |
_aReinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds _h[electronic resource] / _cedited by Anna Peachey, Mark Childs. |
264 | 1 |
_aLondon : _bSpringer London, _c2011. |
|
300 |
_aXIV, 334 p. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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490 | 1 |
_aSpringer Series in Immersive Environments, _x2192-631X |
|
520 | _aVirtual worlds are impacting on the lives of millions of people, reaching from communication to education, recreation to business. A significant aspect of these environments is the requirement for users to create an avatar, a character to represent their interactions inworld. Because activity within virtual worlds can be anonymous, and the appearance of these avatars completely malleable, within such spaces we can be whatever we choose to be. Once decoupled from who we physically are, our notion of individual identity is potentially unlimited. Virtual worlds are therefore becoming arenas for experimentation with, and exploration of, identity. Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds presents a variety of approaches to understanding these novel forms of identity. Through case studies, literature reviews, quantitative and qualitative analyses and personal reflections, the authors explore the influences and consequences of being virtual. The chapters identify contemporary concepts of identity, how these apply (or may not apply) in virtual worlds, examine the factors that support the development of identity in virtual worlds, give examples of how people manage the multiple identities that can be developed between the physical and the virtual, and explore some of the uses to which these new forms of identity can be put. Through the experiences of virtual worlds, the notion of who we are is changing. Reinventing Ourselves is a guide to where these new forms of identity come from, and where they may be taking us. | ||
650 | 0 | _aComputer science. | |
650 | 0 | _aEducation. | |
650 | 0 | _aEducational psychology. | |
650 | 0 | _aConsciousness. | |
650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aUser Interfaces and Human Computer Interaction. |
650 | 2 | 4 | _aEducational Technology. |
650 | 2 | 4 | _aEducational Psychology. |
650 | 2 | 4 | _aPersonality and Social Psychology. |
700 | 1 |
_aChilds, Mark. _eeditor. |
|
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9780857293602 |
830 | 0 |
_aSpringer Series in Immersive Environments, _x2192-631X |
|
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-0-85729-361-9 |
912 | _aZDB-2-SCS | ||
999 |
_c105195 _d105195 |