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  1. Virtually sacred
    myth and meaning in world of warcraft and second life
    Published: [2014]; © 2014
    Publisher:  Oxford University Press, Oxford

    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
    BE 2240 G354
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    AP 15963 G354
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780199344697
    RVK Categories: BE 2230 ; BE 2240
    Subjects: Virtual reality; World of Warcraft (Game); Second Life (Game)
    Scope: XI, 348 Seiten, Illustrationen, 24 cm
    Notes:

    Includes bibliographical references (pages 303-336) and index

  2. Artificial culture
    identity, technology and bodies
    Author: Leaver, Tama
    Published: 2012
    Publisher:  Routledge, New York, NY [u.a.]

    "<P><EM>Artificial Culture</EM> is an examination of the articulation, construction, and representation of "the artificial" in contemporary popular cultural texts, especially science fiction films and novels. The book argues that today we live in an... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 844117
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    "

    Artificial Culture is an examination of the articulation, construction, and representation of "the artificial" in contemporary popular cultural texts, especially science fiction films and novels. The book argues that today we live in an artificial culture due to the deep and inextricable relationship between people, our bodies, and technology at large. While the artificial is often imagined as outside of the natural order and thus also beyond the realm of humanity, paradoxically, artificial concepts are simultaneously produced and constructed by human ideas and labor. The artificial can thus act as a boundary point against which we as a culture can measure what it means to be human. Science fiction feature films and novels, and other related media, frequently and provocatively deploy ideas of the artificial in ways which the lines between people, our bodies, spaces and culture more broadly blur and, at times, dissolve.

    Building on the rich foundational work on the figures of the cyborg and posthuman, this book situates the artificial in similar terms, but from a nevertheless distinctly different viewpoint. After examining ideas of the artificial as deployed in film, novels and other digital contexts, this study concludes that we are now part of an artificial culture entailing a matrix which, rather than separating minds and bodies, or humanity and the digital, reinforces the symbiotic connection between identities, bodies, and technologies.

    "--Provided by publisher

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0415899168; 9780415899161
    RVK Categories: LC 13000 ; EC 6745
    Series: Routledge research in cultural and media studies ; 37
    Subjects: Artificial life; Artificial intelligence; Virtual reality; Popular culture; Technology; Science
    Scope: XIV, 217 S., Ill., 24 cm
    Notes:

    Includes bibliographical references and index

  3. Blade Runner, Matrix und Avatare
    Psychoanalytische Betrachungen virtueller Wesen und Welten im Film
    Contributor: Laszig, Parfen (HerausgeberIn)
    Published: [2013]; © 2013
    Publisher:  Springer, Berlin

    Dem Geleitwort von Georg Seesslen gelingt es auf elegante Weise, einen Bogen zu schlagen, der die psychoanalytischen Interpretationen der zumeist aus dem Bereich der Psychologie und Psychoanalyse stammenden Autoren zu rund 30 Spielfilmen einbindet in... more

    Bibliothek der International Psychoanalytic University Berlin (IPU)
    E 4300 L3495
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    A 2013/2514
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    TFF 570 : B43
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    BB 2128 2013 A 1056
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    15-4244
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    KM Rn 103
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    Dem Geleitwort von Georg Seesslen gelingt es auf elegante Weise, einen Bogen zu schlagen, der die psychoanalytischen Interpretationen der zumeist aus dem Bereich der Psychologie und Psychoanalyse stammenden Autoren zu rund 30 Spielfilmen einbindet in die Geschichte und Gegenwart von Filmkritik und Filmwahrnehmung. Die ausgewählten Filmbeispiele reichen vom russischen Science-Fiction-Film "Solaris" aus dem Jahr 1972 über den japanischen Anime-Film "Ghost in the Shell" von 1995 bis hin zu Christopher Nolans "Inception" von 2010. All den in diesem Band ausführlich behandelten Filmen ist gemeinsam, dass sie neben unsere normale Realität originelle und fantasievolle Traum- und Parallelwelten setzen. So erreichen die Autoren mit ihrer gewiss nicht vollständigen Schau doch einen interessanten Überblick, der dem Leser neue Zugangsweisen zu wichtigen Filmen ermöglicht. (3)

     

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    Source: Union catalogues
    Contributor: Laszig, Parfen (HerausgeberIn)
    Language: German
    Media type: Book
    Format: Print
    ISBN: 3642256244; 9783642256240
    Other identifier:
    9783642256240
    RVK Categories: AP 45600 ; AP 53900 ; AP 57800 ; AP 59800
    Subjects: Motion pictures; Virtual reality
    Scope: XXIX, 478 Seiten, Illustrationen, 240 mm x 168 mm
  4. The Proteus paradox
    how online games and virtual worlds change us-and how they don't
    Author: Yee, Nick
    Published: 2014
    Publisher:  Yale Univ. Press, New Haven [u.a.]

    "Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends.... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
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    2014.02143:1
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    DEB 100 0542
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    "Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled--but rarely recognized--tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves. "--

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780300190991
    RVK Categories: ST 324 ; MS 7965
    Subjects: Computer games; Virtual reality; Shared virtual environments
    Scope: 248 p.
    Notes:

    Includes bibliographical references and index

  5. Games at work
    how games and virtual worlds are changing the way people work and businesses compete
    Published: c2009
    Publisher:  Harvard Business Press, Boston, Mass

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781422146576
    RVK Categories: MS 1170 ; SR 850
    Subjects: Communication; Virtual reality; Human-computer interaction
    Scope: p. cm
    Notes:

    Overview -- Game tsunami -- Work sucks -- Ten ingredients -- Virtual people -- Virtual money -- Virtual teams -- Virtual leaders -- Play -- Fact and fiction -- Danger -- Tactics.

  6. What does a chameleon look like?
    topographies of immersion
    Published: 2011
    Publisher:  von Halem, Köln

    Staats- und Universitätsbibliothek Bremen
    02.n.5397
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    VKK-D22/286
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    B I 3-203
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    GW 00-3/1
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    DED 200 0661
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783938258514
    RVK Categories: AP 14800 ; ST 323
    Subjects: Mass media; Virtual reality; Virtual reality; Visual communication
    Scope: 375 S., Ill., 19 cm
    Notes:

    Literaturangaben

  7. Hamlet on the holodeck
    the future of narrative in cyberspace
    Published: [2017]; © 2017
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 4180
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    Meb 6.6-22/2
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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262533485
    RVK Categories: ET 790 ; EC 4610 ; EC 8795 ; AP 14350 ; SR 850
    Edition: Updated edition
    Subjects: Interactive multimedia; Virtual reality; Literature; Narration (Rhetoric); Cyberspace
    Scope: xx, 413 Seiten, 23 cm
    Notes:

    Includes bibliographical references (pages 381-394) and index

  8. Virtual reality
    the last human narrative?
    Published: 2015
    Publisher:  Brill Rodopi, Leiden

    Is virtual reality the latest grand narrative that humanity has produced? This book attempts to disentangle the common characteristics of human reality and posthuman virtual reality by examining discourses on psychoanalysis, gene-technology,... more

    Max-Planck-Institut zur Erforschung multireligiöser und multiethnischer Gesellschaften, Bibliothek
    ST 323 Botz 2015
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    Is virtual reality the latest grand narrative that humanity has produced? This book attempts to disentangle the common characteristics of human reality and posthuman virtual reality by examining discourses on psychoanalysis, gene-technology, globalization, and contemporary art

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9042021098; 9789004302303; 9789042021099
    RVK Categories: ST 323
    Series: Critical posthumanisms ; 1
    Subjects: Virtual reality; Reality; Technology; Human-computer interaction; Narration (Rhetoric); Psychoanalysis; Genetic engineering; Biotechnology; Globalization; Art
    Scope: 242 S., Ill.
  9. Geschichte vor Ort und im virtuellen Raum
    Einblicke in die Arbeit an der Gedenkstätte Berlin-Hohenschönhausen
    Contributor: Neumann, Andreas (Herausgeber); von Bilavsky, Jörg (Herausgeber)
    Published: 2022
    Publisher:  Springer Fachmedien Wiesbaden, Wiesbaden ; Imprint: Springer Vieweg

    Hochschulbibliothek der Fachhochschule Aachen
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    Source: Union catalogues
    Contributor: Neumann, Andreas (Herausgeber); von Bilavsky, Jörg (Herausgeber)
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658379834
    Other identifier:
    Edition: 1st ed. 2022
    Series: ars digitalis
    Subjects: Virtual reality; Augmented reality; Multimedia systems; Digital humanities; Application software
    Scope: 1 Online-Ressource (XX, 175 S. 17 Abb. in Farbe)
  10. Narrative as virtual reality 2
    revisiting immersion and interactivity in literature and electronic media
    Published: 2015
    Publisher:  Johns Hopkins Univ. Press, Baltimore, MD

    Fachhochschule Bielefeld, Hochschulbibliothek
    IBUG Ryan
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    ON480 R989(2)
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    2019/4877
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    litf960.r988
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    eng 41-47
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781421417974; 9781421417981; 1421417979; 1421417987
    Edition: [Rev. ed.]
    Subjects: Books and reading; Hypertext literature; Electronic games; Interactive multimedia; Virtual reality; Narrative (Rhetoric); Buch; Leseverhalten; Multimedia; Literatur; Elektronische Medien
    Scope: XII, 291 Seiten
    Notes:

    Überarb. Ausg. von: Ryan, Marie-Laure: Narrative as virtual reality

  11. Virtual economies
    design and analysis
    Published: 2014
    Publisher:  MIT Press, Cambridge, Mass.

    Universitäts- und Landesbibliothek Bonn
    2016/549
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    11 QBKA 298
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    WI 21 78
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262027250
    Series: Information policy series
    Subjects: Electronic games; Shared virtual environments; Virtual reality; Computer-aided design; Computerspiel; Virtuelle Realität; Wirtschaft
    Scope: IX, 294 S., graph. Darst.
    Notes:

    Includes bibliographical references and index

  12. Geschichte vor Ort und im virtuellen Raum
    Einblicke in die Arbeit an der Gedenkstätte Berlin-Hohenschönhausen
    Contributor: Neumann, Andreas (Herausgeber); von Bilavsky, Jörg (Herausgeber)
    Published: 2022
    Publisher:  Springer Fachmedien Wiesbaden, Wiesbaden ; Springer International Publishing AG, Cham

    Technische Hochschule Bingen, Bibliothek
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    Source: Union catalogues
    Contributor: Neumann, Andreas (Herausgeber); von Bilavsky, Jörg (Herausgeber)
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658379834; 3658379839
    Other identifier:
    DDC Categories: 060; 943; 004
    Edition: 1st ed. 2022
    Series: ars digitalis
    Subjects: Kollektives Gedächtnis; Museumspädagogik; Virtuelle Ausstellung; Virtual reality; Augmented reality; Multimedia systems; Digital humanities; Application software; Virtual and Augmented Reality; Multimedia Information Systems; Digital Humanities; Computer and Information Systems Applications
    Scope: 1 Online-Ressource (XX, 175 Seiten), 17 Abb. in Farbe.
  13. Faust (Faust is dead)
    Published: 1997
    Publisher:  Methuen Drama, London

    A famous philosopher arrives in Los Angeles, and begins a round of chat show appearances where he announces the Death of Man and the End of History, but ultimately finds that not all events are virtual. more

    Universitätsbibliothek der LMU München
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    A famous philosopher arrives in Los Angeles, and begins a round of chat show appearances where he announces the Death of Man and the End of History, but ultimately finds that not all events are virtual.

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 0413718409
    RVK Categories: HN 9990
    Edition: 1. publ.
    Subjects: Philosophie; Virtual reality
    Scope: 38 S.
  14. Qu'est-ce que le virtuel?
    Published: 1995
    Publisher:  Éd. La Découverte, Paris

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Source: Union catalogues
    Language: French
    Media type: Book
    ISBN: 2707125156
    RVK Categories: CC 6020
    Series: Sciences et société
    Subjects: Human-computer interaction; Virtual reality; Ästhetik; Virtuelle Realität
    Scope: 156 S.
  15. Virtual realities and their discontents
    Published: 1996
    Publisher:  Johns Hopkins Univ. Press, Baltimore u.a.

    Universitätsbibliothek der LMU München
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  16. How we became posthuman
    virtual bodies in cybernetics, literature, and informatics
    Published: [1999]; © 1999
    Publisher:  The University of Chicago Press, Chicago ; London

    Universitätsbibliothek Augsburg
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  17. Virtual economies
    design and analysis
    Published: 2014
    Publisher:  MIT Press, Cambridge, MA

    Contents -- Acknowledgments -- 1 Introduction -- 2 Theories of Human Behavior -- 3 Goods: Material, Digital, Virtual -- 4 Supply and Demand -- 5 Regulating Markets -- 6 Market Power and Pricing -- 7 Methods of Exchange -- 8 Externalities and... more

    Kühne Logistics University – KLU, Bibliothek
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    Contents -- Acknowledgments -- 1 Introduction -- 2 Theories of Human Behavior -- 3 Goods: Material, Digital, Virtual -- 4 Supply and Demand -- 5 Regulating Markets -- 6 Market Power and Pricing -- 7 Methods of Exchange -- 8 Externalities and Secondary Market Trade -- 9 Institutions and Nonmarket Allocation -- 10 Money -- 11 Macroeconomic Design -- 12 Macroeconomic Management -- 13 Policymaking -- 14 Why the Real World Needs Virtual Economy Design -- References -- Index

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262323311; 9780262323314
    RVK Categories: QR 760
    Series: Information policy
    Subjects: Computer-aided design; Shared virtual environments; Virtual reality; Electronic games
    Scope: Online-Ressource
    Notes:

    Includes bibliographical references and index

    Series forewordAcknowledgements -- Introduction -- Theories of human behavior -- Goods : material, digital, virtual types of goods -- Supply and demand -- Regulating markets -- Market power and pricing -- Methods of exchange -- Externalities and secondary market trade -- Institutions and non-market allocation -- Money -- Macroeconomic design -- Macroeconomic management -- Policy making -- Why the real world needs virtual economy design -- Notes -- References -- Index.

  18. Künstliche Paradiese, virtuelle Realitäten
    künstliche Räume in Literatur-, Sozial- und Naturwissenschaften
    Published: 1997
    Publisher:  Fink, München

    Freie Universität Berlin, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    Unlimited inter-library loan, copies and loan
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan
    TU Berlin, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    Verbund der Öffentlichen Bibliotheken Berlins - VÖBB
    Unlimited inter-library loan, copies and loan
    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    Universität Potsdam, Universitätsbibliothek
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  19. Illusion und Simulation
    Begegnung mit der Realität ; Symposion [ ... am 18. und 19. März 1994 in München ... Veranstalter: Bayerisches Staatsschauspiel, Marstall und Medienlabor München]
    Contributor: Iglhaut, Stefan (Hrsg.)
    Published: 1995
    Publisher:  Cantz, Ostfildern

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Source: Staatsbibliothek zu Berlin
    Contributor: Iglhaut, Stefan (Hrsg.)
    Language: German
    Media type: Book
    Format: Print
    ISBN: 3893226923
    RVK Categories: CC 6900 ; AP 11800
    Series: Reihe Cantz
    Subjects: Cyberspace; Ästhetik;
    Other subjects: Illusion (Philosophy); Reality; Virtual reality
    Scope: 215 S., Ill., 20 cm
    Notes:

    Literaturangaben

  20. Virtual storytelling
    using virtual reality technologies for storytelling; proceedings
    Contributor: Balet, Olivier (Hrsg.)
    Published: 2001
    Publisher:  Springer, Berlin

    Universität Potsdam, Universitätsbibliothek
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    Source: Union catalogues
    Contributor: Balet, Olivier (Hrsg.)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 3540426116
    Other identifier:
    9783540426110
    RVK Categories: SS 4800 ; ST 323 ; EC 4660
    Series: Lecture notes in computer science ; 2197
    Subjects: Narration (Rhetoric); Virtual reality; Narration (Rhetoric); Virtual reality
    Scope: XI, 211 S., Ill., graph. Darst.
    Notes:

    Literaturangaben

    Includes bibliographical references and index

  21. The state of the real
    aesthetics in the digital age
    Published: 2007
    Publisher:  Tauris, London [u.a.]

    Staatliche Museen zu Berlin, Preußischer Kulturbesitz, Kunstbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781845110772
    RVK Categories: CC 6900
    Subjects: Art and technology; Art and society; Technology; Virtual reality in art; Digital art; Virtual reality; Aesthetics; Realism; Popular culture; Social change; Kongress
    Scope: 241 S., Ill.
  22. Traversing virtual spaces
    body, memory and trauma in cyberpunk
    Author: Holz, Martin
    Published: 2006
    Publisher:  Winter, Heidelberg

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Dissertation
    Format: Print
    ISBN: 9783825352103; 3825352102
    Other identifier:
    9783825352103
    RVK Categories: EC 5400 ; HU 1818 ; EC 3990
    Series: Anglistische Forschungen ; 368
    Subjects: Science fiction, American; Postmodernism; Cyberpunk culture; Virtual reality
    Scope: 277 S., 25 cm
    Notes:

    Zugl.: Köln, Univ., Diss., 2005

  23. Realitäten des Glaubens
    zur virtuellen Dimension christlicher Religiosität
    Author: Nord, Ilona
    Published: 2008
    Publisher:  de Gruyter, Berlin [u.a.]

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: German
    Media type: Dissertation
    Format: Print
    ISBN: 9783110205558
    RVK Categories: BU 7250
    Series: Praktische Theologie im Wissenschaftsdiskurs ; 5
    Subjects: Virtual reality; Mass media
    Scope: 364 S., 230 mm x 155 mm
    Notes:

    Quellen- und Literaturverz. S. [334] - 357

    Zugl.: Münster, Univ., Habil-Schr., 2007

  24. Computer und Internet erobern die Kindheit
    vom normalen Spielverhalten bis zur Sucht und deren Behandlung
    Published: c 2012
    Publisher:  Schattauer, Stuttgart

    Zwei Kinderärzte und -psychiater liefern auf aktueller Datenbasis Grundlageninformationen und auf dieser Folie Hilfen zum sinnvollen und nicht gefährdenden Umgang von Kindern/Jugendlichen mit den modernen Medien, insbesondere Computer und Internet.... more

    Katholische Hochschule für Sozialwesen Berlin, Bibliothek
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    Zwei Kinderärzte und -psychiater liefern auf aktueller Datenbasis Grundlageninformationen und auf dieser Folie Hilfen zum sinnvollen und nicht gefährdenden Umgang von Kindern/Jugendlichen mit den modernen Medien, insbesondere Computer und Internet. Den überwiegenden Raum des Buches nehmen Befunde und Forschungsergebnisse ein, die mithilfe von Tabellen und Grafiken gut aufbereitet sind: zum Medienkonsum der Kinder/Jugendlichen in der Freizeit; zu den Auswirkungen der neuen Medien auf Verhalten, (Schul-)Leistung und Gesundheit; zu den Missbrauchsgefahren, Stichwort: Cybermobbing; zum Zusammenhang von gewalthaltigen Computerspielen und Verhalten; zur pathologischen Computerspiel- und Internetnutzung (inkl. Suchtformen) und ihren Auswirkungen auf die Psyche. Am Schluss erst Beratungs- und Therapieangebote für Betroffene und ihre Angehörigen. Mit gehaltvollem Materialienanhang, Literatur und Register

     

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    Source: Union catalogues
    Language: German
    Media type: Book
    Format: Print
    ISBN: 9783794527717
    Other identifier:
    9783794527717
    RVK Categories: CU 8100
    Subjects: Internet and children; Virtual reality; Video games; Behavior, Addictive; Attitude to Computers; Internet; Child; Adolescent; Internet and children; Video games; Virtual reality
    Scope: XIV, 206 S., Ill., graph. Darst., 24 cm
    Notes:

    Literaturverz. S. 183 - 200

  25. Hamlet on the holodeck
    the future of narrative in cyberspace
    Published: [2017]; © 2017
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262533485
    RVK Categories: ET 790 ; EC 4610 ; EC 8795 ; AP 14350 ; SR 850
    Edition: Updated edition
    Subjects: Interactive multimedia; Virtual reality; Literature; Narration (Rhetoric); Cyberspace
    Scope: xx, 413 Seiten, 23 cm
    Notes:

    Includes bibliographical references (pages 381-394) and index