- Full Description
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, other virtual worlds, notably Second Life, are not games at all but internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. This book brings together an international team of highly accomplished authors to examine the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular, and which are establishing them as a major sector of human-centred computing.
- Table of Contents
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.
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