This book avoids wrestling with the common question of whether the virtual violation of real-world taboos is right or wrong, and instead provides a theoretical framework that helps us understand why such distinctions are typically made, and explores the psychological impact of violating offline taboos within cyberspace.
This book avoids wrestling with the common question of whether the virtual violation of real-world taboos is right or wrong, and instead provides a theoretical framework that helps us understand why such distinctions are typically made, and explores the psychological impact of violating offline taboos within cyberspace.
Garry Young is a Senior Lecturer in Psychology at Nottingham Trent University. His research interests include embodied cognition, the relationship between knowledge-how and consciousness, the phenomenology of delusions, and issues relating to representation and action within cyberspace. Monica Whitty is Professor of Contemporary Media at the University of Leicester. She has published widely on online dating, cyber-relationships, internet infidelity, online identity, online deception, cyberstalking, cyberethics, internet surveillance, privacy and security, and video games.
Inhaltsangabe
1. Introduction. Part 1. Should Cyberspace be a Space Where, Virtually, Anything is Permissible? 2. Virtual Immediacy: Changing the Contingency. 3. Disgust: A Measure of Moral Wisdom or Moral Fallibility? 4. Obscenity: A Measure of Offence or Depravity? 5. The Passive Voyeur: Where's the Harm in Looking? 6. Virtual Emotions: Addressing the Paradox of Fiction. 7. On the Nature of Play: Cyberspace as a Virtual Playground. 8. Single-Player Games: What is and, Perhaps What Should Never Be. 9. Multiplayer Games: Are We All Agreed? Part 2. The Nature and Authenticity of Selves Within Cyberspace. 10. Disembodiment: A Meeting of Minds. 11. Embodiment: Possible Selves and Cyber-Relations. 12. Progressive Embodiment: The Supermorphic Persona. Part 3. Psychological Parity and Changes to the Self. 13. Violent Games: Where's the Harm in Playing? 14. Psychological Parity: Coping with Altered Contingencies. 15. Identity and Interpretation: Repercussion for Parity and Potential Harm. 16. Transcending Taboos: The Way Forward.
1. Introduction. Part 1. Should Cyberspace be a Space Where, Virtually, Anything is Permissible? 2. Virtual Immediacy: Changing the Contingency. 3. Disgust: A Measure of Moral Wisdom or Moral Fallibility? 4. Obscenity: A Measure of Offence or Depravity? 5. The Passive Voyeur: Where's the Harm in Looking? 6. Virtual Emotions: Addressing the Paradox of Fiction. 7. On the Nature of Play: Cyberspace as a Virtual Playground. 8. Single-Player Games: What is and, Perhaps What Should Never Be. 9. Multiplayer Games: Are We All Agreed? Part 2. The Nature and Authenticity of Selves Within Cyberspace. 10. Disembodiment: A Meeting of Minds. 11. Embodiment: Possible Selves and Cyber-Relations. 12. Progressive Embodiment: The Supermorphic Persona. Part 3. Psychological Parity and Changes to the Self. 13. Violent Games: Where's the Harm in Playing? 14. Psychological Parity: Coping with Altered Contingencies. 15. Identity and Interpretation: Repercussion for Parity and Potential Harm. 16. Transcending Taboos: The Way Forward.
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