dc.contributor.author | Meder, Theo | |
dc.contributor.editor | Krawczyk-Wasilewska, Violetta | |
dc.contributor.editor | Meder, Theo | |
dc.contributor.editor | Ross, Andy | |
dc.date.accessioned | 2021-06-09T11:32:25Z | |
dc.date.available | 2021-06-09T11:32:25Z | |
dc.date.issued | 2012 | |
dc.identifier.citation | Meder T., ‘You Have to Make Up Your Own Story Here’: Identities in Cyberspace from Twitter to Second Life, [in:] Shaping virtual lives. Online identities, representations, and conducts, Krawczyk-Wasilewska V., Meder T., Ross A. (eds.), Lodz University Press, Lodz 2012, pp. 9-34, DOI: 10.18778/7525-671-0.02 | pl_PL |
dc.identifier.isbn | 978-83-7525-671-0 | |
dc.identifier.uri | http://hdl.handle.net/11089/36123 | |
dc.description | The paper opens the discussion on the contemporaneity of the Internet in human life. Today our lives online are not something separate from our lives offline: both are an inherent part of our existence. The Author analyzed the identity and presentation of self in cyberspace from Twitter to Second Life (SL) contexts in terms of: expressions given; embellishment as a minor form of persona adoption; dividing the self; conforming and ‘fitting in’; and masking, anonymity and pseudonimity. | pl_PL |
dc.description.sponsorship | Udostępnienie publikacji Wydawnictwa Uniwersytetu Łódzkiego finansowane w ramach projektu „Doskonałość naukowa kluczem do doskonałości kształcenia”. Projekt realizowany jest ze środków Europejskiego Funduszu Społecznego w ramach Programu Operacyjnego Wiedza Edukacja Rozwój; nr umowy: POWER.03.05.00-00-Z092/17-00. | pl_PL |
dc.language.iso | en | pl_PL |
dc.publisher | Lodz University Press | pl_PL |
dc.relation.ispartof | Krawczyk-Wasilewska V., Meder T., Ross A. (eds.), Shaping virtual lives. Online identities, representations, and conducts, Lodz University Press, Lodz 2012; | |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 Międzynarodowe | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.subject | online lives | pl_PL |
dc.subject | reality | pl_PL |
dc.subject | social media | pl_PL |
dc.subject | role-playing | pl_PL |
dc.subject | self representation | pl_PL |
dc.subject | IMVU | pl_PL |
dc.subject | Facebook | pl_PL |
dc.subject | Twitter | pl_PL |
dc.subject | Second Life | pl_PL |
dc.title | ‘You Have to Make Up Your Own Story Here’: Identities in Cyberspace from Twitter to Second Life | pl_PL |
dc.type | Book chapter | pl_PL |
dc.page.number | 9-34 | pl_PL |
dc.contributor.authorAffiliation | Meertens Instituut, Amsterdam, The Netherlands | pl_PL |
dc.contributor.authorBiographicalnote | Meder, Theo (1960) studied Dutch language and literature at the University of Leiden and has worked since 1994 at the Meertens Instituut (Royal Netherlands Academy of Arts and Sciences) in Amsterdam, The Netherlands, as a folk narrative researcher. He is coordinator of the online Dutch Folktale Database and author of books and articles concerning Dutch folktales and narrative culture. In 2007, he published The Flying Dutchman and Other Folktales from the Netherlands. He has been on the scientific board of Fabula since 2010 and he is a member of the Société Internationale d’Etnologie et de Folklore (SIEF), the International Society for Contemporary Legend Research (ISCLR), and the International Society for Folk Narrative Research (ISFNR) – in ISFNR he is the coordinator of the Committee for Folktales and the Internet. Since 2012 he has been leader of the computational project FACT (Folktales as Classifiable Texts) and co-leader of the e-humanities project Tunes & Tales. Web: http://about.me/theo.meder | pl_PL |
dc.references | Atkins, Barry (2003): More Than a Game. The Computer Game as Fictional Form. Manchester: Manchester University Press. | pl_PL |
dc.references | Blank, Trevor J. (2009): Introduction. In: Trevor J. Blank: Folklore and the Internet. Vernacular Expression in a Digital World. Logan: Utah State University Press, pp. 1-20. | pl_PL |
dc.references | Bronner, Simon J. (2009): Digitizing and Virtualizing Folklore. In: Trevor J. Blank, ed.: Folklore and the Internet. Vernacular Expression in a Digital World. Logan: Utah State University Press, pp. 21-66. | pl_PL |
dc.references | Burn, Andrew (2006): Playing Roles. In: Diane Carr, David Buckingham, Andrew Burn, Gareth Schott: Computer Games: Text, Narrative and Play. Cambridge: Polity Press, pp. 72-87. | pl_PL |
dc.references | Burn, Andrew; Diane Carr (2006): Motivation and Online Gaming. In: Diane Carr, David Buckingham, Andrew Burn, Gareth Schott: Computer Games: Text, Narrative and Play. Cambridge: Polity Press, pp. 103-118. | pl_PL |
dc.references | Butler, Mark (2004): Zur Psychodynamik des Computerspielens - Zwischen Perversion, Psychose und Rausch. Figurationen: Gender, Literatur, Kultur 5 (2004) 1, pp. 103-119. (Theme issue on games). | pl_PL |
dc.references | Cameron, James, director (2009): Avatar. Twentieth-Century Fox. | pl_PL |
dc.references | Carr, Diane (2006): Games and Gender. In: Diane Carr, David Buckingham, Andrew Burn, Gareth Schott: Computer Games: Text, Narrative and Play. Cambridge, Polity Press, pp. 162-178. | pl_PL |
dc.references | Castronova, Edward (2008): Exodus to the Virtual World. How Online Fun is Changing Reality. Houndmills: Palgrave Macmillan. | pl_PL |
dc.references | Deuber-Mankowski, Astrid (2007): Das virtuelle Geschlecht. Gender und Computerspiele, eine diskursanalytische Annäherung. In: Christian Holtorf, Claus Pais, eds.: Escape! Computerspiele als Kulturtechnik. Köln: Böhlau Verlag, pp. 85-104. | pl_PL |
dc.references | Dormans, Joris (2004): Volstrekt realistische situaties in computergames? Die hebben we thuis al. In: Tijdschrift voor mediageschiedenis 7 (2004) 2, pp. 118-125. | pl_PL |
dc.references | Fine, Gary Alan (2002): Shared Fantasy. Role-Playing Games as Social Worlds. Chicago: University of Chicago Press. | pl_PL |
dc.references | Jansz, Jeroen; Raynel G. Martis (2003): The Representation of Gender and Ethnicity in Digital Interactive Games. In: Marinka Copier, Joost Raessens, eds.: Level Up. Digital Games Research Conference. Utrecht: Digra, pp. 260-269. | pl_PL |
dc.references | Meder, Theo (2008): Internet. In: Donald Haase, ed.: The Greenwood Encyclopedia of Folktales & Fairy Tales. Westport, London: Greenwood Press, vol. 2, pp. 489-495. | pl_PL |
dc.references | Mostow, Jonathan, director (2009): Surrogates. Touchstone Pictures. | pl_PL |
dc.references | Murray, Janet H. (1998): Hamlet on the Holodeck. The Future of Narrative in Cyberspace. Fourth impression. Cambridge MA: MIT Press. | pl_PL |
dc.references | Pearce, Celia (2002): Story as play space: narrative in games. In: L. King, ed.: Game on: The History and Culture of Video Games. London, Laurence King Publishing, pp. 112-119. | pl_PL |
dc.references | Pfeijffer, Ilja Leonard (2007): Second Life. Verhalen en reportages uit een tweede leven. Amsterdam: Uitgeverij De Arbeiderspers. | pl_PL |
dc.references | Tavinor, Grant (2009): The Art of Videogames. Malden, Oxford: Wiley-Blackwell. | pl_PL |
dc.references | Timroff, Bob (2007): ThatSLife! Een praktische gids voor Second Life. [S.l.]. Van Duuren Media. | pl_PL |
dc.references | Trippe, Rebecca (2009): Virtuelle Gemeinschaften in Online-Rollenspielen. Eine empirische Untersuchung der sozialen Strukturen in MMORPGs. Münster, LIT Verlag. | pl_PL |
dc.references | Veugen, Connie (2004): Here be dragons. Voorgeschiedenis en ontstaan van adventure games. Tijdschrift voor mediageschiedenis 7 (2004) 2, pp. 77-99. | pl_PL |
dc.references | Walter, Klaus (2002): Grenzen spielerischen Erzählens: Spiel- und Erzählstrukturen in graphischen Adventure Games. Siegen: Universitätsverlag Siegen. | pl_PL |
dc.identifier.doi | 10.18778/7525-671-0.02 | |
dc.discipline | nauki o kulturze i religii | pl_PL |
dc.discipline | nauki socjologiczne | pl_PL |