Boundaries of Self and Reality Online

Boundaries of Self and Reality Online
Author: Jayne Gackenbach,Johnathan Bown
Publsiher: Academic Press
Total Pages: 358
Release: 2017-03-01
Genre: Psychology
ISBN: 9780128041741

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As technology continues to rapidly advance, individuals and society are profoundly changed. So too are the tools used to measure this universe and, therefore, our understanding of reality improves. Boundaries of Self and Reality Online examines the idea that technological advances associated with the Internet are moving us in multiple domains toward various "edges." These edges range from self, to society, to relationships, and even to the very nature of reality. Boundaries are dissolving and we are redefining the elements of identity. The book begins with explorations of the digitally constructed self and the relationship between the individual and technological reality. Then, the focus shifts to society at large and includes a contribution from Chinese researchers about the isolated Chinese Internet. The later chapters of the book explore digital reality at large, including discussions on virtual reality, Web consciousness, and digital physics. Cyberpsychology architecture Video games as a tool for self-understanding Avatars and the meaning behind them Game transfer phenomena A Jungian perspective on technology Politics of social media The history and science of video game play Transcendent virtual reality experiences The theophoric quality of video games

The Future of the Self

The Future of the Self
Author: Jay Friedenberg
Publsiher: Univ of California Press
Total Pages: 343
Release: 2020-08-04
Genre: Psychology
ISBN: 9780520970595

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We live in the digital age where our sense of self and identity has moved beyond the body to encompass hardware and software. Cyborgs, online representations in social media, avatars, and virtual reality extend our notion of what it means to be human. This book looks at the progression of self from the biological to the technological using a multidisciplinary approach. It examines the notion of personhood from philosophical, psychological, neuroscience, robotics, and artificial intelligence perspectives, showing how the interface between bodies, brains, and technology can give rise to new forms of human identity. Jay Friedenberg presents the content in an organized and easy-to-understand fashion to facilitate learning. A gifted researcher, author, and classroom teacher, he is one of the most influential voices in the field of artificial psychology.

Research Anthology on Game Design Development Usage and Social Impact

Research Anthology on Game Design  Development  Usage  and Social Impact
Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 2034
Release: 2022-10-07
Genre: Computers
ISBN: 9781668475904

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Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.

The Oxford Handbook of Cyberpsychology

The Oxford Handbook of Cyberpsychology
Author: Alison Attrill-Smith,Chris Fullwood,Melanie Keep,Daira J. Kuss
Publsiher: Oxford University Press, USA
Total Pages: 779
Release: 2019-05-21
Genre: Human-computer interaction
ISBN: 9780198812746

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The Oxford Handbook of Cyberpsychology explores a wide range of cyberpsychological processes and activities through the research and writings of some of the world's leading cyberpsychology experts. The book is divided into eight sections covering topics as varied as online research methods, self-presentation and impression management, technology across the lifespan, interaction and interactivity, online groups and communities, social media, health and technology,video gaming and cybercrime and cybersecurity.

Pervasive Computing Paradigms for Mental Health

Pervasive Computing Paradigms for Mental Health
Author: Pietro Cipresso,Silvia Serino,Yuri Ostrovsky,Justin T. Baker
Publsiher: Springer
Total Pages: 161
Release: 2018-10-10
Genre: Medical
ISBN: 9783030010935

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This book constitutes the refereed proceedings of the 7th International Conference on Pervasive Computing Paradigms for Mental Health, MindCare 2018, held in Boston, MA, USA, Jin January 2018. The 19 papers presented were carefully reviewed and selected from 30 submissions and present advanced computing and communication technologies from the use of wearable sensors and ecological virtual environments to use of big data and machine learning techniques. These technologies can be used to support and promote the well-being through an objective continuous data collection and personalized

Psychoanalysis the Self and the World

Psychoanalysis  the Self  and the World
Author: Mark Leffert
Publsiher: Taylor & Francis
Total Pages: 216
Release: 2022-12-09
Genre: Psychology
ISBN: 9781000805482

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This book takes psychoanalysis into the 21st century, examining issues of existentialism, postphenomenology, social media, and death and death anxiety that have gone largely ignored in the psychoanalytic and psychotherapeutic literature. Using an interdisciplinary perspective, Leffert explains that it is impossible to close the door of the consulting room. The therapeutic relationship is invaded by the outside world and its relationships for both patient and therapist and cannot be isolated from these influences. Drawing on richly detailed case studies, Leffert demonstrates how the internet, social media, and the metaverse have changed and expanded the self in ways that could not have been imagined in the last century. In turn, Leffert acknowledges recent advances in the neurosciences, and addresses the lack of engagement with their implications for theories and practices of therapeutic action. Finally, the ways in which death and death anxiety impinge on the self, which have also gone mostly undealt with in psychoanalytic literature, become an important focus of this book. As a novel exploration of interdisciplinary connections, this book will be of use to both scholars and practitioners of psychotherapy, psychoanalysis, social network theory, philosophy, and neuroscience.

Digital Games and Mental Health

Digital Games and Mental Health
Author: Rachel Kowert,Christopher J. Ferguson,Paul C. Fletcher,Doris Carmen Rusch
Publsiher: Frontiers Media SA
Total Pages: 218
Release: 2021-10-04
Genre: Science
ISBN: 9782889714612

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New Perspectives on Virtual and Augmented Reality

New Perspectives on Virtual and Augmented Reality
Author: Linda Daniela
Publsiher: Routledge
Total Pages: 271
Release: 2020-05-31
Genre: Education
ISBN: 9781000068900

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New Perspectives on Virtual and Augmented Reality discusses the possibilities of using virtual and augmented reality in the role of innovative pedagogy, where there is an urgent need to find ways to teach and support learning in a transformed learning environment. Technology creates opportunities to learn differently and presents challenges for education. Virtual reality solutions can be exciting, create interest in learning, make learning more accessible and make learning faster. This book analyses the capabilities of virtual, augmented and mixed reality by providing ideas on how to make learning more effective, how existing VR/AR solutions can be used as learning tools and how a learning process can be structured. The virtual reality (VR) solutions can be used successfully for educational purposes as their use can contribute to the construction of knowledge and the development of metacognitive processes. They also contribute to inclusive education by providing access to knowledge that would not otherwise be available. This book will be of great interest to academics, researchers and post-graduate students in the field of educational technology.