Virtual worlds and metaverse platforms new communication and identity paradigms /

"This book presents foundational research, models, case studies and research results that researchers and scholars can port to their own environments to evolve their own research processes and studies, covering scenarios of intellectual disciplines and technological endeavors in which metaverse...

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Bibliographic Details
Corporate Author: IGI Global.
Other Authors: Zagalo, Nelson., Morgado, Leonel, 1970-, Boa-Ventura, Ana, 1962-
Format: Electronic
Language:English
Published: Hershey, Pa. : IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA), c2011.
Subjects:
Online Access:Chapter PDFs via platform:
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010 # # |z 2011018577 
020 # # |a 9781609608552 (ebook) 
020 # # |z 9781609608545 (hardcover) 
020 # # |z 9781609608569 (print & perpetual access) 
024 7 # |a 10.4018/978-1-60960-854-5  |2 doi 
035 # # |a (CaBNVSL)gtp00548845 
035 # # |a (OCoLC)807846594 
040 # # |a CaBNVSL  |c CaBNVSL  |d CaBNVSL 
050 # 4 |a QA76.9.H85  |b V587 2011e 
082 0 4 |a 006.8  |2 23 
245 0 0 |a Virtual worlds and metaverse platforms  |b new communication and identity paradigms /  |c Nelson Zagalo, Leonel Morgado, and Ana Boa-Ventura, editors.  |h [electronic resource] : 
260 # # |a Hershey, Pa. :  |b IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA),  |c c2011. 
300 # # |a electronic texts (366 p.) :  |b digital files. 
504 # # |a Includes bibliographical references. 
505 0 # |a 1. User-driven content creation in Second Life a source of innovation?: three case studies of business and public service / Sisse Siggaard -- 2. Procedural virtual worlds / Nuno Rodrigues ... [et al.] -- 3. Collective building projects in Second Life: user motives and strategies explained from an architectural and ethnographic perspective / Bjarke Liboriussen -- 4. The art and flux of Telepathy 2.0 in Second Life / Jacquelene Drinkall -- 5. The 3-D innovation sphere: exploring the use of second life for innovation communication / Katrin Tobies and Bettina Maisch -- 6. What's real?: presence, personality and identity in the real and online virtual world / Benjamin Gregor Aas -- 7. Verbal and non-verbal communication in Second Life / Sara Pita and Luís Pedro -- 8. Virtual worlds and reception studies: comparing engagings / CarrieLynn D. Reinhard -- 9. Students' perceptions about delivery of game-based learning for virtual patients in Second Life / M. Toro-Troconis ... [et al.] -- 10. Virtual learning communities of practice in metaverse / Gaia Moretti and Eliane Schlemmer -- 11. Technological minimalism versus Second Life: time for content minimalism / Joao Mattar -- 12. The players' dimension: from virtual to physical / Michael Nitsche -- 13. Structures of agency in virtual worlds: fictional worlds and the shaping of an in-game social conduct / Thiago Falcão -- 14. Is there a virtual socialization by acting virtual identities?: case study: the Sims / Pascaline Lorentz -- 
505 8 # |a 15. The epistemological character of puzzles in the metaverse / Luís Carlos Petry and Cristiano Natal Tonéis -- 16. Virtual simulations and the Second Life metaverse: paradigm shift in neuropsychological assessment / Thomas D. Parsons -- 17. Virtual worlds and health: healthcare delivery and simulation opportunities / David Holloway -- 18. Virtual worlds and behavioral change: overcoming time/ space constraints and exploring anonymity to overcome social stigma in the case of substance abuse / Ana Boa-Ventura -- 19. Finding liquid salvation: using the Cardean ethnographic method to document Second Life residents and religious cloud communities / Gregory Price Grieve and Kevin Heston -- 20. Second Life, second morality? / Katleen Gabriels Joke Bauwens and Karl Verstrynge -- 21. Virtual world professionals and the interloper effect in 3D virtual worlds / Victoria McArthur -- 22. One self to rule them all: a critical discourse analysis of French-speaking players' identity construction in World of Warcraft / Omar V. Rosas and Grégory Dhen. 
506 # # |a Restricted to subscribers or individual electronic text purchasers. 
520 3 # |a "This book presents foundational research, models, case studies and research results that researchers and scholars can port to their own environments to evolve their own research processes and studies, covering scenarios of intellectual disciplines and technological endeavors in which metaverse platforms are currently being used and will be used"--Provided by publisher. 
530 # # |a Also available in print. 
538 # # |a Mode of access: World Wide Web. 
588 # # |a Description based on title screen (IGI Global, viewed July 18, 2011). 
650 # 0 |a Human-computer interaction. 
650 # 0 |a Virtual reality. 
650 # 0 |a Computer simulation. 
653 # # |a Affective responses 
653 # # |a Collaboration 
653 # # |a Communication design 
653 # # |a Digital identity 
653 # # |a Educational objects 
653 # # |a Entertainment and playing 
653 # # |a Simulation and substitution 
653 # # |a Technology and arts 
653 # # |a User-created content 
653 # # |a Virtual space 
653 # # |a Digital representation 
700 1 # |a Zagalo, Nelson. 
700 1 # |a Morgado, Leonel,  |d 1970- 
700 1 # |a Boa-Ventura, Ana,  |d 1962- 
710 2 # |a IGI Global. 
776 0 # |c (Original)  |w (DLC)2011018577 
776 0 8 |i Print version:  |w (DLC) 2011018577  |z 9781609608545  |z 1609608542 
856 4 1 |u https://ezaccess.library.uitm.edu.my/login?url=http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-60960-854-5  |3 Chapter PDFs via platform: