Exploring the Collective Unconscious in the Age of Digital Media

Exploring the Collective Unconscious in the Age of Digital Media

Indexed In: SCOPUS
Release Date: January, 2016|Copyright: © 2016 |Pages: 316
DOI: 10.4018/978-1-4666-9891-8
ISBN13: 9781466698918|ISBN10: 1466698918|EISBN13: 9781466698925
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Description & Coverage
Description:

For decades we have witnessed the emergence of a media age of illusion that is based on the principles of physics—the multidimensionality, immateriality, and non-locality of the unified field of energy and information—as a virtual reality. As a result, a new paradigm shift has reframed the cognitive unconscious of individuals and collectives and generated a worldview in which mediated illusion prevails.

Exploring the Collective Unconscious in the Age of Digital Media investigates the cognitive significance of an altered mediated reality that appears to have all the dimensions of a dreamscape. This book presents the idea that if the digital media-sphere proves to be structurally and functionally analogous to a dreamscape, the Collective Unconscious researched by Carl Jung and the Cognitive Unconscious researched by George Lakoff are susceptible to research according to the parameters of hard science. This pivotal research-based publication is ideally designed for use by psychologists, theorists, researchers, and graduate-level students studying human cognition and the influence of the digital media revolution.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Cognitive Psychology
  • Dreamscapes
  • Psychological Metaverse
  • The Media Dream
  • Video Games
  • Virtual Psyche
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Editor/Author Biographies
Stephen Schafer’s interest is on communications research relating to media influence on cultural transformation. He has been developing a theoretical analog between cognitive models and video game structure. The analog is based on a multidimensional common denominator—narrative-metaphorical linguistic structure—that operates as an affective transducer between conscious and unconscious cognitive dimensions. Accordingly, a genre of drama-based video games (DBG) may be used as a research instrument to access robust data relative to unconscious cognitive states. Schafer is Principal Lecturer and Past Chairman of the Humanities & Social Sciences Department at Digipen Institute of Technology where he has taught since 2000. In addition to teaching at several colleges and universities, he has twenty-five years of experience that includes senior management in both the public and private sectors, social and environmental activism, marketing, and journalism. The unusual breadth and depth of his practical experience supports his research on the media dynamics of cultural evolution. Conference presentations and professional affiliations include such events as PAX 2009, GDC Austin 2008 & 2009, Toward a Science of Consciousness 2008 & 2009, Social Approaches to Consciousness, Game Education Summit (GES) North America 2009, GES North America 2010, and GES Europe 2010. He was invited to co-organize an international invitational workshop on Meaningful Media at the Asia Festival 2009, is a Senior Fellow of the Video Games & Human Values Initiative, an invited member of The Society of Industry Leaders, a member of the Immersive Education Initiative (MediaGrid), The C. G. Jung Foundation, and others. He teaches an array of classes that emphasize mythology, symbolism, and Jungian psychological dynamics of dream interpretation in order to train game-story writers to apply the principles to interactive narrative.
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