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Showing 1 - 7 of 7 matches in All Departments
Originally published in 1986, the emphasis in this book is on dreaming rather than sleeping. This reflected the recent emergence of interest in dreaming among professionals, in the general public, and across disciplines at the time. Each chapter offers a review of its area with pertinent references. Selected references are annotated. The annotated references represent the cutting edge of the area under review or are classical, historically important pieces or studies that represent a key turning point. Therefore, the number of annotations varies from chapter to chapter. This book gives the reader a basic grounding in what we know about the sleep state and then details sleep mentation or dreaming. Although this book is not totally comprehensive, it will give the reader a good look at the basic sleep phenomena and a more detailed look at contemporary work on dreaming.
Originally published in 1986, the emphasis in this book is on dreaming rather than sleeping. This reflected the recent emergence of interest in dreaming among professionals, in the general public, and across disciplines at the time. Each chapter offers a review of its area with pertinent references. Selected references are annotated. The annotated references represent the cutting edge of the area under review or are classical, historically important pieces or studies that represent a key turning point. Therefore, the number of annotations varies from chapter to chapter. This book gives the reader a basic grounding in what we know about the sleep state and then details sleep mentation or dreaming. Although this book is not totally comprehensive, it will give the reader a good look at the basic sleep phenomena and a more detailed look at contemporary work on dreaming.
The previous edition provided the first resource for examining how
the Internet affects our definition of who we are and our
communication and work patterns. It examined how normal behavior
differs from the pathological with respect to Internet use.
Coverage includes how the internet is used in our social patterns:
work, dating, meeting people of similar interests, how we use it to
conduct business, how the Internet is used for learning, children
and the Internet, what our internet use says about ourselves, and
the philosophical ramifications of internet use on our definitions
of reality and consciousness. Since its publication in 1998, a slew
of other books on the topic have emerged, many speaking solely to
internet addiction, learning on the web, or telehealth. There are
few competitors that discuss the breadth of impact the internet has
had on intrpersonal, interpersonal, and transpersonal psychology.
As technology continues to rapidly advance, individuals and society are profoundly changed. So too are the tools used to measure this universe and, therefore, our understanding of reality improves. Boundaries of Self and Reality Online examines the idea that technological advances associated with the Internet are moving us in multiple domains toward various "edges." These edges range from self, to society, to relationships, and even to the very nature of reality. Boundaries are dissolving and we are redefining the elements of identity. The book begins with explorations of the digitally constructed self and the relationship between the individual and technological reality. Then, the focus shifts to society at large and includes a contribution from Chinese researchers about the isolated Chinese Internet. The later chapters of the book explore digital reality at large, including discussions on virtual reality, Web consciousness, and digital physics.
Play Reality: How Videogames are Changing EVERYTHING, is Jayne Gackenbach's and Teace Snyder's first book together and, like, the twentieth or something between the two of them. Jayne Gackenbach is a well-respected videogame and dream researcher and Teace Snyder is a 'kind of' well-respected hardcore gamer and lifelong writer. Jayne works at, and can be contacted through, Grant MacEwan University, where she has taught and researched for 21 years, and, Teace, oversees, and can be contacted through his website, www.teace.ca, which he created and launched in 2007. Oh yeah, and by the way, they're mother and son too, and, are currently living in Edmonton, Alberta, Canada, where they regularly express the endless bounds of their geekiness and hold hipsters in utter contempt.
The idea that such pervasive and ever-growing immersion in virtual play affects consciousness seems obvious and is the focus of this volume. These apparently wide-ranging topics have never been collected together under the "consciousness and gaming" header. Adding to any serious inquiry into gaming and consciousness must be the first-person account or the phenomenon itself. This book leads off with just such an examination. The 16 chapters in this edited book are divided into five sections: Player Experience; From Attention and Absorption to Flow; Unconscious Processing; Imaginal Considerations; and Applications. This book represents an international and interdisciplinary offering.
Timeless issues such as depression, fear, loneliness, addiction, and sexuality so visible in our everyday lives are being transferred and transformed online. How do today s therapists, parents, and educators negotiate the online and wireless world? We can't assume that traditional theories of human development, learning, and psychology can just be uploaded to cyber space and still be useful. This is especially true when it comes to children and adolescents. They personify what makes the Internet so exciting and confusing: it is young, constantly changing, pushing boundaries, and rejecting the status quo. Cyber Rules is a practical and comprehensive look at how the Internet is changing us. Making sense of the social, psychological, and global impact of the Internet and its associated technology and media can be overwhelming. Joanie Farley Gillispie and Jayne Gackenbach show you how to make sense of it for yourself and those you love. Filled with sound research, personal stories, creative exercises, and advice, Cyber Rules is one way to get it about the Internet. Gillispie and Gackenbach begin the book by discussing how Internet communication affects identity. The Internet presents a broad range of new definitions that challenge traditional ways of thinking about how we see ourselves. Chat lines, discussion boards, and role-playing games present opportunities to try on alternate selves and craft a personality (or many different personas). What does all this mean in terms of identity formation and development, especially in regards to children? The Internet facilitates both connection and disconnection, increased attention and impulsivity. How children are actually using media is explained, along with effective discipline methods as it relates to children s media use. Next, the authors take the reader into the world of online relationships. The unique characteristics and challenges of finding love and establishing relationships online are presented. Cyber sex is considered as both a purely online phenomenon, and as an extension of offline sexuality, particularly in relation to adolescents and their developing sexuality. Video games, which facilitate a new kind of online relationships among gamers, are examined. The authors also explore health online, focusing on how to find the most accurate health information online and appropriate psychological treatment in cyberspace. Cyber Rules is intended for use by clinicians, educators, and parents, as all three of these groups grapple with cyber issues. It is packed with practical advice, as well as quizzes and exercises that let the reader absorb and apply what has been learned. Readers are encouraged to solve the cyber problems presented in clinical vignettes by imagining themselves as the clinician, educator, or parent who must decide whether the cyber behavior under discussion is healthy, and why. Questionnaires assess knowledge and measure use patterns, while personal stories offer examples of real-life applications of the theoretical issues discussed. Interactive exercises require the reader to conceptualize ways to organize thinking about what s happening online, while testing knowledge of and challenging assumptions about cyber space. For those who want and need to understand the power of today s Internet culture, Cyber Rules is essential reading."
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