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...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Bainbridge, William Sims (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: London : Springer London, 2010.
Σειρά:Human-Computer Interaction Series,
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.