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Virtual Identities: The Construction of Selves in Cyberspace edited by Caroline Maun & Laura Corrunker
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| Coming in May... |
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Communications/Media
232 Pages
ISBN-10: 1-59766-027-2
ISBN-13:978-1-59766-027-3
Paper: $24.95
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As the term suggests, cyberspace is often thought of as a vast, uncharted realm located somwhere "out there", a boundless terrain of infinite possibilities. Within this new universe are numberless virtual worlds in which the human imagination finds unprecedented scope for self-expression. As we learn to navigate within these virtual realms, be they simple text-based chat tooms or graphically complex, 3D interactive environments, we come to understand identity as something malleable and unstable, and we are invited to consider (and reconsider) who we are, who others think we are, and who we would most like to be.
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| Caroline Maun teaches writing and oral communication in the Department of Interdisciplinary Studies at Wayne State University. Her colleague Laura Corrunker is a PhD candidate in the Department of Anthropology as well as an adjunct faculty member in Interdisciplinary Studies. |
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| Contents: |
The Computer as Dollhouse, or, The Seriousness of Virtual Play
Tobey Crockett
Virtual Worlds, Virtual Selves: Gender and Identity in World of
Warcraft
Erica Conley
Actors or Avatars? The Theatrical Model for Virtual Reality
Charles Mitchell
Retexting Experience: The Internet, Materiality, and the Self
Burt Kimmelman
Just One Big Slumber Party on the Net: The Chickclick as E-Forum
Christine Tulley
A Plea for Our Future: Language, Technology, and the Masculine Lens
Claudia Herbst
Fantasies of Containment: Archiving Moments in Cyber- and Real Life
Katherine Harris
Inflexible Identities? User Metaphors in On- and Offline Discourses
Maren Hartmann
Agent of Civility: The Librarian in Neal Stephenson's Snow Crash
Tim Blackmore
The Waste Land in, Not of, the MOO: A Case Study
David Barndollar |
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Praise for Virtual Identities
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"Each essay in Virtual Identities explores a different facet of online identities: those personae adapted, imposed, or suggested by computer games, email, chat rooms, blogs, instant messaging software, or other online sites. With great clarity and originality they examine the opportunities, fluidity and problematics of the brave new world of virtual identity creation. This book will be of great interest to both lay and academic audiences, particularly students of technical communication."
—Anthony Flinn, Eastern Washington University |
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