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The fusion between virtuality and reality has created a new quality of experience establishing metaverses and virtual worlds. Second Life, Twinity, Entropia Universe or Fregger have experienced rapid growth in recent years and show no signs of slowing down. Not only have countless companies discovered these “virtureal worlds” as marketplaces, but so have fraudsters and other criminals. In this book, European experts from different academic disciplines show how to meet the new challenges arising from virtual worlds. They discuss the reasons for and the impacts of these new forms of criminality as well as the necessity and means of combating them. Moreover, other fundamental issues are examined, such as the addictive potential of virtual-world use, media violence, and conflict resolution problems arising in the context of virtual worlds.
The second edition of this successful book provides further and in-depth insight into theoretical models dealing with Internet addiction, as well as includes new therapeutical approaches. The editors also broach the emerging topic of smartphone addiction. This book combines a scholarly introduction with state-of-the-art research in the characterization of Internet addiction. It is intended for a broad audience including scientists, students and practitioners. The first part of the book contains an introduction to Internet addiction and their pathogenesis. The second part of the book is dedicated to an in-depth review of neuroscientific findings which cover studies using a variety of biologic...
Moving beyond discussions of potential linkages between violence and video games, Crime, Punishment, and Video Games examines a broad range of issues related to the representation of crime and deviance within video games and the video game subculture. The context of justice is discussed with respect to traditional criminal justice agencies, but also expanded throughout to include issues related to social justice. The text also presents the potential cultural, social, and economic impact of video games. Considering the significant number of video game players, from casual to competitive players, these issues have become even more salient in recent years. Regardless of whether someone consider...
The French Revolution brings to mind violent mobs, the guillotine, and Madame Defarge, but it was also a publishing revolution. Douthwaite explores how the works within this corpus announced the new shapes of literature to come and reveals that vestiges of these stories can be found in novels by the likes of Mary Shelley.
The Nineteenth Triannual Congress of the International Association for Analytical Psychology (IAAP) was held in Copenhagen, Denmark, from August 18-23, 2013. Copenhagen 2013 – 100 years on: Origins, Innovations and Controversies was the theme, honoring the psychological transformations experienced by C.G. Jung beginning in 1913, while also reflecting upon the evolving world and Jungian Community a century later.
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In ihrer Geschichte haben sich die Protagonist*innen von Psychoanalyse und Psychotherapieforschung nicht nur mit individuellen Störungen sondern stets auch mit kollektiven Konflikten beschäftigt, beispielsweise wenn es um die Bewältigung transgenerationaler Traumatisierungen oder den Umgang mit neuen Technologien geht. In dieser Tradition stellt die 3. Dießener Klausur Fragen, wie die Zukunft der Psychotherapie unter dem Einfluss von virtueller Realität, künstlicher Intelligenz und Robotik aussehen dürfte und wie sie das Selbstverständnis des Menschseins von seinen Weiten und Grenzen verändern wird. In diesem Band kommenVertreter*innen aus Wissenschaft und Praxis, Politik und Wirtschaft, Journalismus und Kultur zu Wort, die im engeren oder weiteren Sinne mit psychotherapeutischen Fragen beschäftig sind, um zu diskutieren, wie die digitale Zukunft der Psychotherapie und ihr Menschenbild bestenfalls aussehen könnten.
Gambling and gaming are popular past-time activities that involve social elements. The built-in social features of online games and gambling platforms offer users valuable social interactions and can function as protective factors against gambling and gaming harms. However, being socially motivated to gamble or stay within online games might lead to spending excessive time gaming or gambling, often at the expense of other important routines and daily activities. Together, these factors might lead to gambling and gaming related problems and long-term individual and public health harms. Problem gambling is typically associated with other harmful behaviors, including alcohol use and cigarette s...
«Wir danken der Gerda Henkel Stiftung (Düsseldorf, https://www.gerda-henkel-stiftung.de/), dem Stifterverband für die deutsche Wissenschaft (Essen, https://www.stifterverband.org/), der Artemed-Klinikgruppe (Tutzing, https://www.artemed.de/de/) und der Pädagogischen Hochschule FHNW (Basel/Brugg-Windisch, https://www.fhnw.ch/de/die-fhnw/hochschulen/ph) für die großzügige Finanzierung der Dießener Klausur Mensch|Maschine|Zukunft 2019 und damit auch für die Ermöglichung dieses Buches.» Die Digitalisierung von Schule und Hochschule ist keine Frage von digitalen Endgeräten, sondern von Wissen, Ideen und Infrastrukturen. Der Band versammelt Essays von Expertinnen und Experten aus Schulen und Hochschulen, Politik, Journalismus und Computerwelt. Sie formulieren mit aufmerksamer Nachdenklichkeit Konzepte und Erwartungen an Lernen und Lehren der Zukunft, wenn alles digital wird. Das Buch richtet sich an alle, denen die Zukunft der Schule eine Aufgabe und ein Anliegen ist.