Virtual Death

Virtual Death
Author: Morgan R. Bramlet
Publisher: Xlibris Corporation
Total Pages: 426
Release: 2009-07-28
Genre: Fiction
ISBN: 1450081533

Virtual Death

Virtual Death
Author: Shale Aaron
Publisher: Harpercollins
Total Pages: 293
Release: 1995
Genre: Fiction
ISBN: 9780061054303

Lydia is a death artist who has flatlined for fame and fortune in vast arenas and underground clubs. She has died more times than anyone alive, and then got out of the game. But Lydia is a legend, and legends' lives are not their own. So Lydia has agreed to end it all one more time in the big comeback that could be her last.

Virtual Afterlives

Virtual Afterlives
Author: Candi K. Cann
Publisher: University Press of Kentucky
Total Pages: 212
Release: 2014-06-24
Genre: Social Science
ISBN: 0813145422

For millennia, the rituals of death and remembrance have been fixed by time and location, but in the twenty-first century, grieving has become a virtual phenomenon. Today, the dead live on through social media profiles, memorial websites, and saved voicemails that can be accessed at any time. This dramatic cultural shift has made the physical presence of death secondary to the psychological experience of mourning. Virtual Afterlives investigates emerging popular bereavement traditions. Author Candi K. Cann examines new forms of grieving and evaluates how religion and the funeral industry have both contributed to mourning rituals despite their limited ability to remedy grief. As grieving traditions and locations shift, people are discovering new ways to memorialize their loved ones. Bodiless and spontaneous memorials like those at the sites of the shootings in Aurora and Newtown and the Boston Marathon bombing, as well as roadside memorials, car decals, and tattoos are contributing to a new bereavement language that crosses national boundaries and culture-specific perceptions of death. Examining mourning practices in the United States in comparison to the broader background of practices in Asia and Latin America, Virtual Afterlives seeks to resituate death as a part of life and mourning as a unifying process that helps to create identities and narratives for communities. As technology changes the ways in which we experience death, this engaging study explores the culture of bereavement and the ways in which it, too, is being significantly transformed.

Playful Virtual Violence

Playful Virtual Violence
Author: Christoph Bareither
Publisher:
Total Pages: 76
Release: 2020-10-21
Genre: History
ISBN: 1108875068

Provides new insights into the complexity and pleasures of player experiences of violence in video games.

Digitising Early Childhood

Digitising Early Childhood
Author: Lelia Green
Publisher: Cambridge Scholars Publishing
Total Pages: 387
Release: 2018-12-05
Genre: Social Science
ISBN: 152752289X

Focusing on the digital lives of children aged eight and under, and paying attention to their parents and educators, this book showcases research findings from the UK, Denmark, Turkey, Indonesia and Australia. The authors’ disciplinary backgrounds are as diverse as their cultural contexts, and the volume brings together insights from education, media studies, sociology, cultural studies, physiotherapy, and communication studies. Covering both positive and negative perspectives, it contributes to existing research on young children’s online interactions. This book will be of interest to students and researchers in early years’ care and education, media, communication and cultural studies, human-computer interaction and technology studies, and the sociology of childhood and the family.

Sex, Drugs, and Death

Sex, Drugs, and Death
Author: Tammy L. Anderson
Publisher: Routledge
Total Pages: 86
Release: 2012-08-06
Genre: Social Science
ISBN: 1136164766

Sex, Drugs, and Death: Addressing Youth Problems in American Society explores how youth lifestyles, identity pursuits, behaviors and activities produce a wide range of social problems in contemporary society. The book focuses on the interconnections between three of the most significant youth issues: sexuality, substance use and suicide. The book pays special attention to the unique pursuits of young people and the locations in which they interact, including virtual places like Facebook and more actual ones such as high school, college, and nightclubs. Patterns among females and males of various class, race, and ethnic backgrounds are also featured prominently in the text as well as how sociologists think about and study them. The goal of this new, unique Series is to offer readable, teachable "thinking frames" on today’s social problems and social issues by leading scholars, all in short sixty page or shorter formats, and available for view on http://routledge.customgateway.com/routledge-social-issues.html. For instructors teaching a wide range of courses in the social sciences, the Routledge Social Issues Collection now offers the best of both worlds: originally written short texts that provide "overviews" to important social issues as well as teachable excerpts from larger works previously published by Routledge and other presses.

Weekly World News

Weekly World News
Author:
Publisher:
Total Pages: 44
Release: 2003-08-05
Genre:
ISBN:

Rooted in the creative success of over 30 years of supermarket tabloid publishing, the Weekly World News has been the world's only reliable news source since 1979. The online hub www.weeklyworldnews.com is a leading entertainment news site.

Death by Video Game

Death by Video Game
Author: Simon Parkin
Publisher: National Geographic Books
Total Pages: 0
Release: 2017-06-13
Genre: Social Science
ISBN: 1612196209

"The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers—which, in fact, he is." —Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, a twenty-three-year-old student was found dead at his keyboard in an internet café while the video game he had been playing for three days straight continued to flash on the screen in front of him. Trying to reconstruct what had happened that night, investigative journalist Simon Parkin would discover that there have been numerous other incidents of "death by video game." And so begins a journey that takes Parkin around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism: the New York surgeon attempting to break the Donkey Kong world record . . . the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world . . . the German hacker who risked prison to discover the secrets behind Half-Life 2 . . . Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind—except for when it’s not.

Gaming and the Virtual Sublime

Gaming and the Virtual Sublime
Author: Matthew Spokes
Publisher: Emerald Group Publishing
Total Pages: 193
Release: 2020-08-28
Genre: Computers
ISBN: 1838674330

Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.