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Exploring the Collective Unconscious in the Age of Digital Media

Book 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 a Digital Age 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.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Editorial Advisory Board
  6. Foreword
    1. ASCENT OF THE COLLECTIVE MIND
    2. REFERENCES
  7. Preface
    1. PREPARING FOR THE AGE OF VIRTUAL ILLUSION
    2. REFERENCES
  8. Section 1: Fundamentals for Exploring the Psychological Metaverse
    1. Chapter 1: Exploring Dimensions of the Media Dream
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. EXPLORING DIMENSIONS OF THE MEDIA DREAM
      5. BIOMETRIC JUNGIAN ANALYSIS OF MEDIATED DREAMS
      6. FUNCTIONAL DIMENSIONS OF THE MEDIA DREAM
      7. SURVEY OF DYNAMICS FOR CREATING COHERENCE WITH DBG PLAY
      8. CONCLUSION AND RECOMMENDATIONS
      9. REFERENCES
    2. Chapter 2: The Dream Analog
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE DREAM ANALOG
      5. CONCLUSION AND RECOMMENDATIONS
      6. REFERENCES
    3. Chapter 3: Breaking the Frame of Digital, Dream, and Waking Realities
      1. ABSTRACT
      2. INTRODUCTION
      3. MEDIATED COMMUNICATION AND COGNITION
      4. NATURE OF REALITY
      5. VIRTUAL REALITY
      6. DREAMS AND TECHNOLOGY
      7. MERGING WAKING REALITIES
      8. DREAMS AND VIDEO GAME PLAY
      9. LUCID/CONTROL DREAMING
      10. NIGHTMARE PROTECTION HYPOTHESIS
      11. BIZARRENESS AND CREATIVITY
      12. SOCIAL MEDIA, CULTURE, AND DREAMS
      13. CONCLUSION
      14. REFERENCES
      15. ENDNOTES
    4. Chapter 4: Synchronous Physiological Electrical Fields
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE SYNCHRONOUS PHYSIOLOGICAL ELECTRICAL FIELDS
      5. EXTERNALLY APPLIED ELECTRICAL FIELDS
      6. SUMMARY AND RECOMMENDATIONS
      7. DISCUSSION: THE POTENTIAL FOR A HUMAN/MACHINE INTERFACE BASED ON FREQUENCY MODULATED ELECTRICAL FIELDS IN THE PHYSIOLOGIC RANGE
      8. REFERENCES
  9. Section 2: Exponentials for Exploring the Psychological Metaverse
    1. Chapter 5: The Collective Unconscious as Culprit
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE COGNITIVE UNCONSCIOUS AS CULPRIT
      5. CONCLUSION
      6. REFERENCES
    2. Chapter 6: Virtual Psyche in Play and Tending the Collective Unconscious
      1. ABSTRACT
      2. INTRODUCTION
      3. GAMES AS THEATRE FOR SOUL
      4. SUMMARY
      5. ACKNOWLEDGMENT
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
    3. Chapter 7: Vision Quest
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. RECREATING THE MOUNTAINEERING EXPERIENCE THROUGH DIGITAL MEDIA
      5. CORRELATIONS
      6. SUGGESTIONS FOR FUTURE WORK
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
      9. ENDNOTE
    4. Chapter 8: Jungian Reflections on South African Cinema
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SKOONHEID AS HEALING FICTION
      5. CONCLUSION
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
      8. ENDNOTES
    5. Chapter 9: The Group Hero
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE GROUP HERO ARCHETYPE: FIVE THEMES
      5. MODERN EXAMPLES OF GROUP-CENTERED HEROISM
      6. RECOMMENDATIONS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
    6. Chapter 10: The Media-Sphere as Dream
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. EVOLUTION OF THE MEDIA AS DREAM CONCEPT
      5. THE MEDIA DREAM: REALITY AS ILLUSION
      6. CONCLUSION
      7. RECOMMENDATIONS FOR FUTURE RESEARCH
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
  10. Glossary
  11. Compilation of References
  12. About the Contributors