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Social Life in Online Worlds

Ralph Schroeder

in Being There Together: Social Interaction in Shared Virtual Environments

Published in print:
2010
Published Online:
January 2011
ISBN:
9780195371284
eISBN:
9780199865000
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195371284.003.0005
Subject:
Psychology, Human-Technology Interaction

A distinction can be made between virtual worlds for gaming and for socializing. This chapter focuses on virtual worlds for socializing, beginning with a history of how these emerged. It provides a ... More


Being There Together: Social Interaction in Shared Virtual Environments

Ralph Schroeder

Published in print:
2010
Published Online:
January 2011
ISBN:
9780195371284
eISBN:
9780199865000
Item type:
book
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195371284.001.0001
Subject:
Psychology, Human-Technology Interaction

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 ... More


Avatar Bodies and Virtual Spaces

Ralph Schroeder

in Being There Together: Social Interaction in Shared Virtual Environments

Published in print:
2010
Published Online:
January 2011
ISBN:
9780195371284
eISBN:
9780199865000
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195371284.003.0003
Subject:
Psychology, Human-Technology Interaction

This chapter describes the various kinds of spaces and types of avatar appearances in multi-user virtual environments. It charts how virtual worlds develop in terms of landscapes and the built ... More


Case Studies

Marina Umaschi Bers

in Designing Digital Experiences for Positive Youth Development: From Playpen to Playground

Published in print:
2012
Published Online:
May 2012
ISBN:
9780199757022
eISBN:
9780199933037
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199757022.003.0015
Subject:
Psychology, Developmental Psychology, Social Psychology

This chapter examines the PTD framework through three case studies, each previously structured as a vignette throughout the book. Each case study focuses on a different technology (robotics, ... More


Anyone Speak Swedish?: Tolerance for Language Shifting in Graphical Multiuser Virtual Environments

Ann-Sofie Axelsson, Åsa Abelin, and Ralph Schroeder

in The Multilingual Internet: Language, Culture, and Communication Online

Published in print:
2007
Published Online:
September 2007
ISBN:
9780195304794
eISBN:
9780199788248
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195304794.003.0016
Subject:
Linguistics, Sociolinguistics / Anthropological Linguistics

English is the dominant language on the Internet, but as more people access the Internet, more nationalities and languages meet. This study examined language encounters in the Internet-based shared ... More


Multimedia Parks vs. Virtual Malls in the Elementary Years

Marina Umaschi Bers

in Designing Digital Experiences for Positive Youth Development: From Playpen to Playground

Published in print:
2012
Published Online:
May 2012
ISBN:
9780199757022
eISBN:
9780199933037
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199757022.003.0003
Subject:
Psychology, Developmental Psychology, Social Psychology

This chapter starts by introducing the metaphor of parks as spaces where children can develop and master skills, make their own choices based on personal interests and engage socially within ... More


MMORPGing, Law, and Lingo

Kim Barker

in Law and Language: Current Legal Issues Volume 15

Published in print:
2013
Published Online:
May 2013
ISBN:
9780199673667
eISBN:
9780191751769
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199673667.003.0241
Subject:
Law, Comparative Law, Philosophy of Law

This chapter examines the differences between the categories of online games and virtual worlds. It discusses the importance of this distinction, given the need to recognize that this area has its ... More


Video Capture: Machinima, Documentation, and the History of Virtual Worlds

Henry Lowood

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0002
Subject:
Computer Science, Game Studies

This chapter argues that the three primary methods for making machinima during its brief history—code, capture, and compositing—match up neatly with three ways to document the history of virtual ... More


Community Building as Contribution

Marina Umaschi Bers

in Designing Digital Experiences for Positive Youth Development: From Playpen to Playground

Published in print:
2012
Published Online:
May 2012
ISBN:
9780199757022
eISBN:
9780199933037
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199757022.003.0011
Subject:
Psychology, Developmental Psychology, Social Psychology

This chapter taps into the civic dimension opened by new technologies that promote community building. From video games to virtual worlds, research has shown that several technologies engage young ... More


Three Puzzles About Crime, Punishment, and The Death of the American Jury

Albert W. Dzur

in Punishment, Participatory Democracy, and the Jury

Published in print:
2012
Published Online:
September 2012
ISBN:
9780199874095
eISBN:
9780199980024
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199874095.003.0001
Subject:
Political Science, Political Theory

Three puzzles serve as entry points for readers into the central argument of the book—that something like the jury is needed to re-couple citizens to criminal justice institutions to achieve greater ... More


A World with Meaning

Robert M. Geraci

in Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.003.0003
Subject:
Religion, Theology

It is not social activities alone that make World of Warcraft virtually sacred; such practices are anchored to practices through which people make meaning and experience transcendence. Like a Venn ... More


Going Virtual: Virtual Worlds as Educational Tools

Suzanne C. Baker and Monica Reis-Bergan

in Best Practices for Technology-Enhanced Teaching and Learning: Connecting to Psychology and the Social Sciences

Published in print:
2011
Published Online:
March 2015
ISBN:
9780199733187
eISBN:
9780190255824
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199733187.003.0019
Subject:
Psychology, Social Psychology

This chapter explores how online virtual worlds can be used in teaching. It focuses on Second Life (SL), which is currently the most popular virtual world in terms of its use by educators. SL can be ... More


The Importance of Reality

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0007
Subject:
Computer Science, Game Studies

This chapter shows how the real world can be effectively mixed with the virtual world in augmented reality games. It describes a game called Environmental Detectives (ED), which was designed as a ... More


Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Robert M. Geraci

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
book
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.001.0001
Subject:
Religion, Theology

Video games and virtual worlds can rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Online communication provided new ... More


Another Life for Religion

Robert M. Geraci

in Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.003.0005
Subject:
Religion, Theology

Second Life enables a wide variety of religious practices that enhance the lives of its residents; churches, synagogues, mosques, temples, and other religious establishments dot ... More


Machinimatic Realism: Capturing and Presenting the “Real World” of Video Games

Jeffrey Bardzell

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0013
Subject:
Computer Science, Game Studies

This chapter examines the ways that machinima captures and presents the reality of games and virtual worlds. It begins by looking at how film theory has engaged with the problem of realism. It then ... More


The Virtual Jazz World

Ken Prouty

in Knowing Jazz: Community, Pedagogy, and Canon in the Information Age

Published in print:
2011
Published Online:
March 2014
ISBN:
9781617031632
eISBN:
9781617031649
Item type:
chapter
Publisher:
University Press of Mississippi
DOI:
10.14325/mississippi/9781617031632.003.0005
Subject:
Music, Popular

This chapter talks about what is called virtual jazz, and the virtual jazz world. The earliest days of this virtual jazz world have been summed by Bret Primack—writer for Jazz Times in 1998—as the ... More


Polite Society

Robert M. Geraci

in Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.003.0002
Subject:
Religion, Theology

This chapter describes the how World of Warcraft provides some of the benefits of religious affiliation: a public forum for group formation and ethical reflection that might otherwise be the purview ... More


Collaborative Archaeology, Social Justice, and Digital Heritage in Rosewood

Edward González-Tennant

in The Rosewood Massacre: An Archaeology and History of Intersectional Violence

Published in print:
2018
Published Online:
September 2018
ISBN:
9780813056784
eISBN:
9780813053448
Item type:
chapter
Publisher:
University Press of Florida
DOI:
10.5744/florida/9780813056784.003.0006
Subject:
Archaeology, Historical Archaeology

In Chapter 6 González-Tennant discusses ongoing experimentation with new media technology to make historical research accessible to a wider public. The mixed-methods approach González-Tennant ... More


Place: The Networking of Public Space

Kazys Varnelis and Anne Friedberg

in Networked Publics

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262220859
eISBN:
9780262285483
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262220859.003.0002
Subject:
Information Science, Communications

The digital network is pervasive in contemporary society. The proliferation of mobile phones and the growth of broadband in developed countries have increased the everyday accessibility, ubiquity, ... More


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