Description |
1 online resource (xii, 241 pages .) |
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text file |
Summary |
The book acquaints the reader with the virtual world, which has become a part of the contemporary entertainment industry, an environment for both professional activity and communication. It discusses the role of computer games in people's lives and the results of computer addiction studies. A separate section is devoted to the theme of Scandinavian mythology, the subjects of which are often present in the virtual world, allowing a comparison to be made between images from ancient myths and legends and their reflection in computer games. |
Bibliography |
Includes bibliographical references. |
Contents |
Virtualization process drivers -- Gamer's dreams and anticipation of happiness -- Battle with virtual life -- The realm of virtual life. |
Local Note |
eBooks on EBSCOhost EBSCO eBook Subscription Academic Collection - North America |
Subject |
Virtual reality -- Psychological aspects.
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Virtual reality. |
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Psychological aspects. |
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Video games -- Psychological aspects.
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Video games -- Psychological aspects. |
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Video game addiction.
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Video game addiction. |
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Video gamers -- Psychology.
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Video gamers. |
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Psychology. |
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Mythology, Norse -- Psychological aspects.
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Mythology, Norse. |
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Computer games -- Psychological aspects. |
Added Author |
Karaneuski, Konstantin M., author.
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Yashin, Konstantin D., author.
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Other Form: |
Print version: Mezianaya, Kira N. Virtual world. Newcastle upon Tyne, UK : Cambridge Scholars Publishing, 2019 1527538974 (OCoLC)1119474398 |
ISBN |
9781527541153 (electronic book) |
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1527541150 (electronic book) |
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1527538974 |
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9781527538979 |
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