Proceedings of the seventh ACM conference on Creativity and cognition
The evolution of social behavior over time in second life
Presence: Teleoperators and Virtual Environments
A simulation framework for sensor-based systems in second life
Presence: Teleoperators and Virtual Environments
The rogue in the lovely black dress: intimacy in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Even in virtual environments women shop and men build: A social role perspective on Second Life
Computers in Human Behavior
Adoption of virtual worlds in libraries
Proceedings of the 73rd ASIS&T Annual Meeting on Navigating Streams in an Information Ecosystem - Volume 47
Information Systems Research
Governance of labor in digital video networks
Proceedings of the 2011 iConference
International Journal of Web Based Communities
Towards a framework of publics: Re-encountering media sharing and its user
ACM Transactions on Computer-Human Interaction (TOCHI)
Reflexivity in digital anthropology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The crowdsourcing design space
FAC'11 Proceedings of the 6th international conference on Foundations of augmented cognition: directing the future of adaptive systems
Come meet me at Ulduar: progression raiding in world of warcraft
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Insights into learning offered by the dispositions of second-generation "Newbie" gamers
GLS'11 Proceedings of the 7th international conference on Games + Learning + Society Conference
EVA'11 Proceedings of the 2011 international conference on Electronic Visualisation and the Arts
Virtual spectating: hearing beyond the video arcade
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
An NVC emotional model for conversational virtual humans in a 3d chatting environment
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
Connecting play: understanding multimodal participation in virtual worlds
Proceedings of the 14th ACM international conference on Multimodal interaction
Deception in avatar-mediated virtual environment
Computers in Human Behavior
Avatars, characters, players and users: multiple identities at/in play
Proceedings of the 24th Australian Computer-Human Interaction Conference
Being immersed: avatar similarity and self-awareness
Proceedings of the 24th Australian Computer-Human Interaction Conference
Friendship, Closeness and Disclosure in Second Life
International Journal of Gaming and Computer-Mediated Simulations
Behind the MASK: Motivation through Avatar Skills and Knowledge
International Journal of Gaming and Computer-Mediated Simulations
Chicken Killers or Bandwidth Patriots?: A Case Study of Ethics in Virtual Reality
International Journal of Technoethics
Laboring in Cyberspace: A Lockean Theory of Property in Virtual Worlds
International Journal of Technoethics
International Journal of Virtual and Personal Learning Environments
Designing a Virtual Social Space for Language Acquisition
International Journal of Virtual and Personal Learning Environments
Synchronous learning best practices: An action research study
Computers & Education
Emergence of Gamified Commerce: Turning Virtual to Real
Journal of Electronic Commerce in Organizations
Virtual research assistants: Replacing human interviewers by automated avatars in virtual worlds
Computers in Human Behavior
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
'The presentation of self in the online world': Goffman and the study of online identities
Journal of Information Science
Words with friends: writing collaboratively online
interactions
Lessons from the Virtual Campus: The Life and Death of a Second Life University
International Journal of Virtual Communities and Social Networking
Application-layer design patterns for accountable-anonymous online identities
Telecommunications Policy
Information sharing and the dimensions of social capital in Second Life
Journal of Information Science
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Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. Coming of Age in Second Life is the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself.