Virtual Sociocultural Convergence

Authors: Bainbridge, William Sims

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  • Provides a theoretical basis for human-centered computing in online virtual communities
  • Explores the convergence of the arts, humanities, social sciences, and information technology in understanding the global Internet revolution
  • Expands the methodologies for role-playing research, combining method acting, psychodrama, and avatar-based expression of fundamental principles
  • Achieves synergy of the past with the future, as classic social theory illuminates prophetic virtual worlds
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  • ISBN 978-3-319-33020-4
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Hardcover $149.99
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Softcover $149.99
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  • ISBN 978-3-319-81424-7
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About this book

This 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.

Table of contents (11 chapters)

Table of contents (11 chapters)

Buy this book

eBook $109.00
price for USA in USD
  • ISBN 978-3-319-33020-4
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $149.99
price for USA in USD
  • ISBN 978-3-319-33019-8
  • Free shipping for individuals worldwide
  • Institutional customers should get in touch with their account manager
  • Covid-19 shipping restrictions
  • Usually ready to be dispatched within 3 to 5 business days, if in stock
Softcover $149.99
price for USA in USD
  • ISBN 978-3-319-81424-7
  • Free shipping for individuals worldwide
  • Institutional customers should get in touch with their account manager
  • Covid-19 shipping restrictions
  • Usually ready to be dispatched within 3 to 5 business days, if in stock
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Bibliographic Information

Bibliographic Information
Book Title
Virtual Sociocultural Convergence
Authors
Copyright
2016
Publisher
Springer International Publishing
Copyright Holder
Springer International Publishing Switzerland
eBook ISBN
978-3-319-33020-4
DOI
10.1007/978-3-319-33020-4
Hardcover ISBN
978-3-319-33019-8
Softcover ISBN
978-3-319-81424-7
Edition Number
1
Number of Pages
VII, 260
Number of Illustrations
1 b/w illustrations, 32 illustrations in colour
Topics