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  2. Digital dystopia - Wikipedia

    en.wikipedia.org/wiki/Digital_dystopia

    The dystopian voices of Andrew Keen, Jaron Lanier, and Nicholas Carr tell society as a whole could sacrifice our humanity to the cult of cyber-utopianism. In particular, Lanier describes it as "an apocalypse of self-abdication" and that "consciousness is attempting to will itself out of existence"; [ 10 ] warning that by emphasising the ...

  3. Video game culture - Wikipedia

    en.wikipedia.org/wiki/Video_game_culture

    The impact of video games on cognitive development ultimately depends on the type of games played, the time spent gaming, and the balance between virtual and real-world activities. Gender representation and the marginalization of women in video game culture

  4. Virtual reality - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality

    Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it ...

  5. Sociology of the Internet - Wikipedia

    en.wikipedia.org/wiki/Sociology_of_the_Internet

    The sociology of the Internet in the stricter sense concerns the analysis of online communities (e.g. as found in newsgroups), virtual communities and virtual worlds, organizational change catalyzed through new media such as the Internet, and social change at-large in the transformation from industrial to informational society (or to ...

  6. Hyperreality - Wikipedia

    en.wikipedia.org/wiki/Hyperreality

    Hyperreality is significant as a paradigm to explain current cultural conditions. Consumerism, because of its reliance on sign exchange value (e.g. brand X shows that one is fashionable, car Y indicates one's wealth), could be seen as a contributing factor in the creation of hyperreality or the hyperreal condition.

  7. Technology and society - Wikipedia

    en.wikipedia.org/wiki/Technology_and_society

    Although these previous examples only show a few of the positive aspects of technology in society, there are negative side effects as well. [6] Within this virtual realm, social media platforms such as Instagram, Facebook, and Snapchat have altered the way Generation Y culture is understanding the world and thus how they view themselves. In ...

  8. Digital religion - Wikipedia

    en.wikipedia.org/wiki/Digital_religion

    Digital religion is the practice of religion in the digital world, and the academic study of such religious practice. Now digital religion is a modern field sub-category stemming out of digital culture. In the mid-1990s, "cyber-religion" was a term that arose to describe the interface between religion and virtual reality technologies.

  9. Imagination Age - Wikipedia

    en.wikipedia.org/wiki/Imagination_age

    The Imagination Age includes a society and culture dominated by the imagination economy. The idea relies on a key Marxist concept that culture is a superstructure fully conditioned by the economic substructure. According to Marxist thinking certain kinds of culture and art were made possible by the adoption of farming technology.