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Hidden Youth and the Virtual World examines the phenomenon of ‘hidden youth’ or hikikomori, as it is better known in Japan as well as Hong Kong. Exposure to the Internet has allowed these young persons to develop a high level of capability within the virtual world, however these are skills that are not highly valued by society. This book uncovers the truth about hidden youth, the causes, coping strategies, power relations between them and adults in society, and their relationship with the virtual world. Key topics surrounding the phenomenon of hidden youth are explored in detail, including: The framework of Social Censure Theory The theoretical concepts of hegemony and the impact that labelling by the Government, the media and institutions has had on hidden youth The willingness of the hidden youth to remain hidden within the virtual world Subcultures as a platform for hidden youth empowerment This is a particularly useful volume to researchers in child and adolescent psychology, clinical psychology, counselling and psychotherapy, school psychology, sociology, social work, and youth policy; as well as youth workers, school counsellors and mental health professionals, and will appeal to the interest of both academics and practitioners alike.
Hidden Youth and the Virtual World examines the phenomenon of ‘hidden youth’ or hikikomori, as it is better known in Japan as well as Hong Kong. Exposure to the Internet has allowed these young persons to develop a high level of capability within the virtual world, however these are skills that are not highly valued by society. This book uncovers the truth about hidden youth, the causes, coping strategies, power relations between them and adults in society, and their relationship with the virtual world. Key topics surrounding the phenomenon of hidden youth are explored in detail, including: The framework of Social Censure Theory The theoretical concepts of hegemony and the impact that labelling by the Government, the media and institutions has had on hidden youth The willingness of the hidden youth to remain hidden within the virtual world Subcultures as a platform for hidden youth empowerment This is a particularly useful volume to researchers in child and adolescent psychology, clinical psychology, counselling and psychotherapy, school psychology, sociology, social work, and youth policy; as well as youth workers, school counsellors and mental health professionals, and will appeal to the interest of both academics and practitioners alike.
Something big is happening. Virtual Reality is not only becoming the driving wheel of the new world economy, it is building a new cultural order. The "Age of Virtual Reality" is in its infancy, yet we already live in a virtual world. Through video games, iPods, iPhones, online social networking, and movies, we are migrating toward ""virtual space."" We must understand this moment in history. Through provoked discoveries, engaging artistic journeys, and creative dialogues with the "language" of virtual reality, this book explores both the pre-digital history of VR and its sobering-yet inspiring-future. Readers will learn to test, discern, and ground the ""evidence"" of their experience. In "The Age of Virtual Reality," they will discover where we're going by confronting where VR is going. More important, they will engage the skills necessary to participate constructively and creatively in an increasingly ""virtual"" world-a world that demands their participation. They will be stunned beyond disbelief.
Table of contents
The dramatic, larger-than-life true story behind the founding of Oculus and its quest for virtual reality, by the bestselling author of Console Wars. From iconic books like Neuromancer to blockbuster films like The Matrix, virtual reality has long been hailed as the ultimate technology. But outside of a few research labs and military training facilities, this tantalizing vision of the future was nothing but science fiction. Until 2012, when Oculus founder Palmer Luckey—then just a rebellious teenage dreamer living alone in a camper trailer—invents a device that has the potential to change everything. With the help of a videogame legend, a serial entrepreneur and many other colorful characters, Luckey’s scrappy startup kickstarts a revolution and sets out to bring VR to the masses. As with most underdog stories, things don’t quite go according to plan. But what happens next turns out to be the ultimate entrepreneurial journey: a tale of battles won and lost, lessons learned and neverending twists and turns—including an unlikely multi-billion-dollar acquisition by Facebook’s Mark Zuckerberg, which shakes up the landscape in Silicon Valley and gives Oculus the chance to forever change our reality. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry.
This volume of examines the role of technology in the lives of children and adolescents. Topics addressed include: cyberbullying, video games and aggressive behavior, online gaming and the development of social skills, sexuality, child pornography, virtual communities for children, social networking and peer relations, and other related issues.
A road map to the research on reading and libraries, and a cogent case for the library's vital role in the life of a reader--from childhood through adulthood.
Over time, two competing narratives have emerged to represent the experiences of LGBTQ youth, emphasizing either significant improvement or continued victimization and marginalization. This volume examines those conflicting narratives as they play out in educational settings, both formal and informal. Particular emphasis is placed on LGBTQ youths' own expressions and representations, revealing the extent to which both oppression and opportunity interact to influence their still-emergent identities. Coming of age at the tail end of the «culture wars», these young people are situated within layers of influence across family, peers, schools, communities, and media. The simultaneous, fluid contexts of opportunity and oppression that LGBTQ youth negotiate are highlighted throughout this book in the youths' own words, which often reveal a level of epistemological complexity that their elders would be wise to consider.
Argues that the youth use the Web to experiment with and deploy a number of rhetorical strategies that tell about their vision for the communications technologies and the literacy practices they use to engage that technology. This book aims to offer a portrait of the future use of communications technologies, particularly the Web.
Eight essays analyze the political and economic underpinnings of the 1980 presidential election and focus on relations between the power centers in American society and political events
Places the New Economy workplace in a context of industrial history, reporting on how the model of a humane work environment compares to other labor utopias, citing such consequences as a volatile economy and high stress while considering the practicality of current work practices.
It's the twenty-first century, and all over the world, MMORPGs are big business. Hidden away in China and elsewhere, young players are pressed into working as "gold-farmers," amassing game-wealth that's sold to Western players at a profitable markup. Some of these pieceworkers rebel, trying to go into business for themselves--but there's little to stop their bosses from dragging them back into servitude. Some of them, like young Mala in the slums of Bombay--nicknamed "General Robotwallah" for her self-taught military skill--become enforcers for the bosses, but that only buys them so much. All the way over in L.A., young Wei-Dong, obsessed with Asian youth culture and MMORPGs, knows the system is rigged, knows that kids everywhere are being exploited. Finally, he and his Asian counterparts begin to work together to claim their rights. Under the noses of the ruling elites, they fight the bosses, the game owners and the rich speculators, outsmarting them with their street-gaming skills. But soon the battle will spill over from the virtual world to the real one, leaving the young rebels fighting not just for their rights, but for their lives....
Visions of the information society.
Contains entries for over 1,300 books aimed at young adult readers. Titles have been selected on the basis of their currency, appeal to readers, and literary merit.
"In Children and Our Global Future, Herzog challenges theologians, clergy and lay church leaders, educators, and interested citizens to take children seriously. She examines the concerns for children in our biblical heritage as well as in other religious traditions, and relates these findings to our cultural, ecological, and political responsibility to children in an age of globalization. Herzog also contends that neglecting children today will not only endanger their future, but also deprive adults of spiritual and social integrity."--Jacket.

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