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Students, software designers, and everyday users will explore and understand guilds in virtual worlds, cyber collectives in real-world settings, social... Læs mere
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A demonstration of how religion and religious belief can emerge using computer simulations
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A demonstration of how religion and religious belief can emerge using computer simulations
Bemærk: Kan ikke leveres før jul.
Draws upon the social-scientific evidence to understand profound religious changes occurring in advanced societies. This book finds that the positive functions of religion have been exaggerated, are declining, and are replaceable by benefits from new Transhumanist technologies.
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Explaining how religion and society transform each other, this book explores such movements as Holiness, Adventism, religious communes, Satanism, New Age and democratization.
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This Element examines the vast community of fans and gamers, who have turned Star Wars into a parareligion. The Element shows the genetic connections between Star Wars... Læs mere
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This Element examines the vast community of fans and gamers, who have turned Star Wars into a parareligion. The Element shows the genetic connections between Star Wars... Læs mere
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In our time of great and uncertain change, business, government, and education must partner in many forms of technical and cultural... Læs mere
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Offers an overview of the universe of online virtual worlds then demonstrates the principles of virtual manufacturing, modes of work-related communication, socio-economic structures and dynamics, and the function of artificial intelligence in these human-technology systems.
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At the intersection of astronautics, computer science, and social science, this book introduces the challenges and insights associated with computer simulation of human society in outer space, and of the dynamics of terrestrial enthusiasm for space exploration.
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Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society
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