Groupware: some issues and experiences
Communications of the ACM
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Awareness and coordination in shared workspaces
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Talk and embodiment in collaborative virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Re-place-ing space: the roles of place and space in collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Practically accomplishing immersion: cooperation in and for virtual environments
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Producing identity in collaborative virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Communications of the ACM
Understanding the seductive experience
Communications of the ACM
Object-focused interaction in collaborative virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
An encounter with grounded theory: tackling the practical and philosophical issues
Qualitative research in IS
Dealing with mobility: understanding access anytime, anywhere
ACM Transactions on Computer-Human Interaction (TOCHI)
Large Scale Collaborative Virtual Environments
Large Scale Collaborative Virtual Environments
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Online Communities: Commerce, Community, Action, and the Virtual University
Online Communities: Commerce, Community, Action, and the Virtual University
Online Communication: Linking Technology, Identity, and Culture
Online Communication: Linking Technology, Identity, and Culture
Cultivating Communities of Practice: A Guide to Managing Knowledge
Cultivating Communities of Practice: A Guide to Managing Knowledge
Critical approach to 3D virtual realities for group work
Proceedings of the second Nordic conference on Human-computer interaction
Conventions and Commitments in Distributed CSCW Groups
Computer Supported Cooperative Work
Visualisation of communication in collaborative virtual environments
Proceedings of the IFIP TC9 World Conference on Human Choice and Computers: Computers and Networks in the Age of Globalization
Motivating, influencing, and persuading users
The human-computer interaction handbook
Social and temporal structures in everyday collaboration
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Blogging as social activity, or, would you let 900 million people read your diary?
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
ACM Transactions on Computer-Human Interaction (TOCHI)
Becoming Wikipedian: transformation of participation in a collaborative online encyclopedia
GROUP '05 Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work
Trust beyond security: an expanded trust model
Communications of the ACM - Services science
Staging a public poetry performance in a collaborative virtual environment
ECSCW'97 Proceedings of the fifth conference on European Conference on Computer-Supported Cooperative Work
Attracted to or Locked In? Predicting Continuance Intention in Social Virtual World Services
Journal of Management Information Systems
Information Technology and Management
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Virtual worlds have a long history, and it also includes various technologies. Yet research interest towards them has diverged over the years. It seems that nowadays they are on focus again with the evolution of socially oriented and community-supporting virtual worlds. Instead of technical factors, human factors and the motivation behind the use are highlighted. In this paper, we will briefly review the research efforts made in the 90's, and derive a set of themes that were of interest back then. Next, we will expand the set by arguing for newer themes, identified in the latest information systems literature. These two sets of themes form a basis of a research agenda for studying virtual worlds in the next five years. The sets also compose N-dimensional space for further theorizing and developing new virtual worlds or virtual places for work and pleasure. Hence, the paper presents and argues for a transition from technology engineering to social engineering.