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Virtual Worlds & Social Interaction Design

Virtual Worlds & Social Interaction Design
Author: Mikael Jakobsson
Publisher:
Total Pages: 205
Release: 2006
Genre: Human-computer interaction
ISBN: 9789172640535

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Social Interactions in Virtual Worlds

Social Interactions in Virtual Worlds
Author: Kiran Lakkaraju
Publisher: Cambridge University Press
Total Pages: 433
Release: 2018-07-05
Genre: Computers
ISBN: 1108558984

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Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian.


Designing Virtual Worlds

Designing Virtual Worlds
Author: Richard A. Bartle
Publisher: New Riders
Total Pages: 768
Release: 2004
Genre: Computers
ISBN: 9780131018167

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This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.


Design for Learning in Virtual Worlds

Design for Learning in Virtual Worlds
Author: Brian C. Nelson
Publisher: Routledge
Total Pages: 263
Release: 2012-05-22
Genre: Education
ISBN: 1136863036

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Design for Learning in Virtual Worlds, the first book focused specifically on how to design virtual worlds for educational purposes, explores: • the history and evolution of virtual worlds • the theories behind the use of virtual worlds for learning • the design of curricula in virtual worlds • design guidelines for elements experienced in virtual worlds that support learning • design guidelines for learning quests and activities in virtual worlds. The authors also examine the theories and associated design principles used to create embedded assessments in virtual worlds. Finally, a framework and methodology is provided to assist professionals in evaluating "off-the-shelf" virtual worlds for use in educational and training settings. Design for Learning in Virtual Worlds will be invaluable both as a professional resource and as a textbook for courses within Educational Technology, Learning Sciences, and Library Media programs that focus on gaming or online learning environments.


Being There Together

Being There Together
Author: Ralph Schroeder
Publisher: Oxford University Press
Total Pages: 337
Release: 2010-11-04
Genre: Psychology
ISBN: 0199707782

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Virtual environments provide places for 'being there together', for avatars to interact with each other in computer-generated spaces. They range from immersive systems in which people have life-size tracked avatar bodies to large-scale spaces such as Second Life where populations of users socialize in persistent virtual worlds. This book draws together research on how people interact in virtual environments: What difference does avatar appearance make? How do avatars collaborate and play together? How do the type of system and the space affect how people engage with each other? How does interaction between avatars differ from face-to-face interaction? What can social scientists learn from experiments and other studies of how people interact in virtual environments? What are the ethical and social issues in doing this research, and in the uses of this technology? And how do virtual environments differ from other communication technologies such as videoconferencing systems and other new media? This book is a state-of-the art survey of research on these topics, and offers a framework for understanding this technology and its future implications.


Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds

Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds
Author: E. Granum
Publisher: Springer Science & Business Media
Total Pages: 446
Release: 2013-03-09
Genre: Computers
ISBN: 1447136985

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Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly, he makes a classification of human users, avatars, autonomous agents and objects, demon strating that no universal differences can be made. We are dealing with a continuum. While Jensen approaches these categories from a semiotic point of view, in Chapter 3 Peer Mylov discusses similar isues from a psychological point of view. Seen from the user's perspective, a basic difference is that between stage and back-stage (or rather: front-stage), i. e. between the real "I" and "we" and the virtual, representational "I" and "we". Focusing on the computer as a stage, in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to conceptualize the stage phenomena and the relationship between stage and front-stage.


Synthetic Worlds

Synthetic Worlds
Author: Edward Castronova
Publisher: University of Chicago Press
Total Pages: 344
Release: 2008-09-15
Genre: Computers
ISBN: 0226096319

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From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education


Nonverbal Communication in Virtual Worlds

Nonverbal Communication in Virtual Worlds
Author: Joshua Tanenbaum
Publisher: Lulu.com
Total Pages: 382
Release: 2014-02
Genre: Education
ISBN: 9781304812049

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In this book, we begin the work of articulating the challenges and possibilities for non-verbal communication in virtual worlds. Drawing on a wide range of disciplines and perspectives, we consider the past, present, and future of human communication online.


Handbook of Research on Teaching with Virtual Environments and AI

Handbook of Research on Teaching with Virtual Environments and AI
Author: Gianni Panconesi
Publisher:
Total Pages:
Release: 2021
Genre: Artificial intelligence
ISBN: 9781799876380

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"In a world where where online and offline overlap and coincide, this book presents how digital intelligence is a key competence for the future of education and looks at how AI and other digital tools are improving the world of education"--


Virtual Worlds and Metaverse Platforms

Virtual Worlds and Metaverse Platforms
Author: Nelson Zagalo
Publisher: IGI Global
Total Pages: 0
Release: 2012
Genre: Computers
ISBN: 9781609608545

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"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.