The Real and the Virtual
Intro -- The Real and the Virtual: Critical Issues in Cybercultures -- Table of Contents -- Introduction -- PART I. Theories and Concepts of Cyberspace and Cyberculture -- Redefining the Body in Cyberculture: Art's Contribution to a New Understanding of Embodiment -- Human Bodies in Cyberspace -- PART II. Online Communities, Web 2.0 and Emerging Practices In Social Networking -- Hybrid Communities to Digital Arts Festivals: From Online Discussions to Offline Gatherings -- This Time It's Personal: Social Networks, Viral Politics and Identity Management -- The Second Self Through Second Life -- PART III: Cybersubcultures -- Sex, Sexuality, and Cyberspace -- The Use of Social Networking Sites And Their Relation to Users' Offline Networks -- Cybergrace Among Eating Disorder Survivors in Singapore -- PART IV: The Future of Interactive Entertainment -- Playing Games as an Art Experience -- Anthropology of Accessibility: The Perceptual Problems of Human-Computer Interactions -- PART V: Social Presence in Virtual Worlds -- Social Nature of Time and Space in Online Games: Designing Fantastic Social Worlds -- Web Based Authorship in the Context of User Generated Content: An Analysis of a Turkish Web Site: Eksi Sozluk -- PART VI: The Cultures of Online Learning and Educational Use of Videogames -- The 3-D Virtual Library Concept Revisited -- Cyberculture: Learning New Literacies through Machinima -- PART VII: Digital Art and Interactive Storytelling -- 'Print Novels and the Mark of the Digital': Mark Z. Danielewski's Only Revolutions and Media Convergence -- Intermedial Performance: Digital Connectivity -- PART VIII: Cyber-Policy and Cyber-Democracy and their Impact on National and Global Politics -- Governance and the Global Metaverse -- Politics and Social Software: Recommendations for Inclusive ICTs.