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What is Media-Field (Media-Sphere)

Handbook of Research on Global Media’s Preternatural Influence on Global Technological Singularity, Culture, and Government
Like the Metaverse, the media-field is a collective virtual shared space, created by the convergence of virtually-enhanced physical reality and physically-persistent virtual space, including the sum of all virtual worlds, augmented reality, television, information and communication technologies (ICTs), video games, and the Internet.
Published in Chapter:
Counter-Hacking the Subconscious Mind: Antidote for Faulty Human Perceptions From the Media Sphere
Johan Cools (HAISG, Belarus)
DOI: 10.4018/978-1-7998-8884-0.ch018
Abstract
This chapter addresses the destructive impact of the media sphere on human perception. Humanity is currently facing an avalanche of cataclysmic events which have been abused by the media sphere to provoke fear and psychosis. This toxic propaganda has gradually infected the subconscious mind with false belief systems and negative habitual thinking patterns. To provide a broader perspective on some of the core working principles of conscious and subconscious perception and the role of the brain, there is a discussion about levels of consciousness, brainwaves, the RAS (reticular activating system), and neuroplasticity. The application of these principles enables the development of a benign and practical method for counter-hacking the subconscious heart-mind as an antidote for the catastrophic influence of the media sphere on human perception. The concepts of this methodology can be integrated into a PEG (psychecology educational game). Such a game holds the potential to increase global coherence by providing a timely yet symptomatic antidote for toxic intention in the media sphere.
Full Text Chapter Download: US $37.50 Add to Cart
More Results
Gamers as Homeopathic Media Therapy: Electromagnetic Antibodies in the Toxic Media Field
Like the Metaverse, the media-field is a collective virtual shared space, created by the convergence of virtually enhanced physical reality and physically persistent virtual space, including the sum of all virtual worlds, augmented reality, television, information and communication technologies (ICTs), video games, and the internet.
Full Text Chapter Download: US $37.50 Add to Cart
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