Online Worlds: Convergence of the Real and the Virtual
Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most popular current example is World of Warcraft, a massively multiplayer online game with eleven million subscribers. However, oth...
Συγγραφή απο Οργανισμό/Αρχή: | |
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Άλλοι συγγραφείς: | |
Μορφή: | Ηλεκτρονική πηγή Ηλ. βιβλίο |
Γλώσσα: | English |
Έκδοση: |
London :
Springer London,
2010.
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Σειρά: | Human-Computer Interaction Series,
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Θέματα: | |
Διαθέσιμο Online: | Full Text via HEAL-Link |
Πίνακας περιεχομένων:
- New World View
- Culture and Creativity: World of Warcraft Modding in China and the US
- The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds
- Science, Technology, and Reality in The Matrix Online and Tabula Rasa
- Spore: Assessment of the Science in an Evolution-Oriented Game
- Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching, and Learning with Virtual Worlds
- A Virtual Mars
- Opening the Metaverse
- A Typology of Ethnographic Scales for Virtual Worlds
- Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls
- Examining Player Anger in World of Warcraft
- Dude Looks like a Lady: Gender Swapping in an Online Game
- Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners
- Speaking in Character: Voice Communication in Virtual Worlds
- What People Talk About in Virtual Worlds
- Changing the Rules: Social Architectures in Virtual Worlds
- Game-Based Virtual Worlds as Decentralized Virtual Activity Systems
- When Virtual Worlds Expand
- Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games
- Virtual Worlds for Virtual Organizing
- Future Evolution of Virtual Worlds as Communication Environments
- The Future of Virtual Worlds.