Living virtually: researching new worlds
Virtual worlds are most often three dimensional locales, where people create virtual personae (called avatars) who come to play, socialize, and work. This edited collection of groundbreaking research on virtual worlds offers a wide-ranging look at the sociology, politics, and communication practices in virtual worlds from a group of scholars in the United States and abroad.
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Technological Developments and Transitions
The Sociotechnical Infrastructures
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activities Arden argue avatar Azeroth behavior blogs brand businesses in SL Castronova character chat companies create culture cyberspace democratic discussion economy example experience explore female avatars female players function game designers guild identity in-game in-world infrastructure interaction interface Internet interviews journalism journalists land large technical systems largest businesses Linden dollars Linden Lab live look magazine mass media massively multiplayer Metaverse MMORPGs MUDs MUVE newspaper NUDE BEACH Ondrejka online games online worlds owners participants play potential public sphere real world real-life relationships residents Retrieved June role role-playing role-playing games Second Life's selling simulation social network social reality space Spacewar strategy structure synthetic worlds telehub teleportation tier tion U.S. dollars users virtual community virtual environment virtual reality virtual world World of Warcraft WoW game-play