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...
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Format: | Electronic |
Language: | English |
Published: |
London :
Springer London,
2010.
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Series: | Human-Computer Interaction Series,
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Online Access: | https://ezaccess.library.uitm.edu.my/login?url=http://dx.doi.org/10.1007/978-1-84882-825-4 |
Table of Contents:
- From the contents Introduction
- A New World View
- Culture and Creativity: World of Warcraft Modding in China and The U.S
- 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 Muliplayer Online Games as Living Laboratories: Opportunities and Pitfalls
- Examining Player Anger in World of Warcraft
- Dude Looks Like a Lady
- 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.