cyberspace

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Synonyms for cyberspace

a computer network consisting of a worldwide network of computer networks that use the TCP/IP network protocols to facilitate data transmission and exchange

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References in periodicals archive ?
He added: "Not everyone in cyberworld has a perspective - after all, it is only a game of cricket.
Observers across the cyberworld have noticed something quite fascinating about the unfolding horror in Japan in the wake of the deadly earthquake and tsunami – a lack of looting by Japanese people, who, rather than take advantage of a crisis for personal gain, appear to be unified and behaving lawfully.
Technical wizardry works with a real-world point of reference but fails to dazzle in cyberworld.
The cyberworld can be a scary place, but one that isn't going away.
Shoaib and Sania have also found lots of support in cyberworld.
The cinema reopened in spring 2004 with T Rex - Back to the Cretaceous 3D and Cyberworld 3D.
Donatella Versace presented a cyberworld punk, while DSquared2 opted for a cross between a blood-spattered hockey player and characters from the 'Rocky Horror Show.
The cinema re-opened in spring 2004 with T Rex - Back to the Cretaceous 3D and Cyberworld 3D.
The techie-obsessed singer, known for telling all on her blogs, has logged off the cyberworld for good.
The California Bureau of Investigation Special Agent, in the third in the series featuring the body-language expert, faces a murder mystery involving the cyberworld of games and blogs.
The cyberworld also has its own currency and residents can buy and trade property.
Billed by its creators as a 3-D virtual world entirely created by its members, you should also bear in mind that these fantasies costs real money, and anyone you meet in Second Life's cyberworld will be in disguise.
According to Vint, cyberspace isolates the individual, and the cyberworld is not a full one but rather a distorted one.
This collection of 12 essays examines the new combinations of youth, mobility and identity, and include such topics as the global corporate curriculum and the young product of the cyberworld as global citizen, antagonistic identities and neo-Marxist nostalgia in a vanishing past, young people and the new textual worlds of computer games, and diasporic identity and the politics of youth culture.