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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Bibliographic Details
Corporate Author: SpringerLink (Online service)
Other Authors: Bainbridge, William Sims. (Editor)
Format: Electronic
Language:English
Published: London : Springer London, 2010.
Series:Human-Computer Interaction Series,
Subjects:
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.