This is a test
- 256 pages
- English
- PDF
- Available on iOS & Android
eBook - PDF
Book details
Table of contents
Citations
About This Book
The culture of computer and network- mediated communication is growing both in size and sophistication. Cyberspace is the new frontier where new worlds, meanings and values are developed. CyberSociety focuses on the construction, maintenance and mediation of community in electronic networks and computer-mediated communication. Leading scholars representing the range of disciplines involved in the study of cyberculture lay out the definitions, boundaries and approaches to the field, as they focus on the social relations that computer-mediated communication engenders.
Frequently asked questions
At the moment all of our mobile-responsive ePub books are available to download via the app. Most of our PDFs are also available to download and we're working on making the final remaining ones downloadable now. Learn more here.
Both plans give you full access to the library and all of Perlegoâs features. The only differences are the price and subscription period: With the annual plan youâll save around 30% compared to 12 months on the monthly plan.
We are an online textbook subscription service, where you can get access to an entire online library for less than the price of a single book per month. With over 1 million books across 1000+ topics, weâve got you covered! Learn more here.
Look out for the read-aloud symbol on your next book to see if you can listen to it. The read-aloud tool reads text aloud for you, highlighting the text as it is being read. You can pause it, speed it up and slow it down. Learn more here.
Yes, you can access CyberSociety by Steven Jones in PDF and/or ePUB format, as well as other popular books in Languages & Linguistics & Communication Studies. We have over one million books available in our catalogue for you to explore.
Information
Table of contents
- Cover
- Contents
- Preface
- Introduction: From Where to Who Knows?
- Chapter 1. Understanding Community in the Information Age
- Chapter 2. A Backstage Critique of Virtual Reality
- Chapter 3. Nintendo ÂŽ and New World Travel Writing: A Dialogue
- Chapter 4. Making Sense of Software: Computer Games and Interactive Textuality
- Chapter 5. Standards of Conduct on Usenet
- Chapter 6. Searching for the Leviathan in Usenet
- Chapter 7. The Emergence of Community in Computer-Mediated Communication
- Chapter 8. Virtual Worlds: Culture and Imagination
- Chapter 9. The E-Mail Murders: Reflections on "Dead" Letters
- Index
- About the Contributors