Collaborative Virtual Design Environments: Introduction
Communications of the ACM
The Pedagogical Benefits of Remote Design Collaboration in a 3D Virtual Environment: A Case Study
ICALT '05 Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies
Property rights, legal issues, and business models in virtual world communities
Electronic Commerce Research
Studying Design Collaboration in DesignWorld: An Augmented 3D Virtual World
CGIV '06 Proceedings of the International Conference on Computer Graphics, Imaging and Visualisation
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Ratava's line: emergent learning and design using collaborative virtual worlds
SIGGRAPH '04 ACM SIGGRAPH 2004 Educators program
State of Play: Law, Games, and Virtual Worlds: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society)
International Journal of Human-Computer Studies
Virtual worlds as a medium for advertising
ACM SIGMIS Database
vCRM: virtual customer relationship management
ACM SIGMIS Database
Mixed reality for enhancing business communications using virtual worlds
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
HICSS '08 Proceedings of the Proceedings of the 41st Annual Hawaii International Conference on System Sciences
3D Social Virtual Worlds: Research Issues and Challenges
IEEE Internet Computing
Global Freedom of Expression Within Nontextual Frameworks
The Information Society
Social Software in Libraries: Building Collaboration, Communication, and Community Online
Social Software in Libraries: Building Collaboration, Communication, and Community Online
Ranking algorithm by contacts priority for social communication systems
ruSMART/NEW2AN'10 Proceedings of the Third conference on Smart Spaces and next generation wired, and 10th international conference on Wireless networking
That avatar is looking at me! social inhibition in virtual worlds
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
Multilingual discussion in metaverse among students from the USA, Korea and Japan
KES'10 Proceedings of the 14th international conference on Knowledge-based and intelligent information and engineering systems: Part IV
Information Systems Research
Virtual worlds for modeling complex processes between people and systems
Proceedings of the 2010 Conference of the Center for Advanced Studies on Collaborative Research
Trust-based peer assessment for virtual learning systems
SocInfo'10 Proceedings of the Second international conference on Social informatics
Measuring virtual wealth in virtual worlds
Information Technology and Management
Fuzzy modeling of digital products pricing in the virtual marketplace
HAIS'11 Proceedings of the 6th international conference on Hybrid artificial intelligent systems - Volume Part I
Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel
Computers in Human Behavior
Journal of Theoretical and Applied Electronic Commerce Research
Computers in Human Behavior
Advisory services in the virtual world: an empowerment perspective
Electronic Commerce Research
Communication and online business opportunities in virtual environment: Second Life
International Journal of Web Based Communities
Mundos virtuales: ¿usabilidad real?
Proceedings of the 10th Brazilian Symposium on on Human Factors in Computing Systems and the 5th Latin American Conference on Human-Computer Interaction
Journal of Theoretical and Applied Electronic Commerce Research
Interacting with Computers
Proceeding of the 16th International Academic MindTrek Conference
Execution infrastructure for normative virtual environments
Engineering Applications of Artificial Intelligence
Municipal service delivery: A multi-stakeholder framework
Human Factors in Ergonomics & Manufacturing
Predicting users' return to virtual worlds: a social perspective
Information Systems Journal
Social networking for robots to share knowledge, skills and know-how
ICSR'12 Proceedings of the 4th international conference on Social Robotics
Antecedents of the Closeness of Human-Avatar Relationships in a Virtual World
Journal of Database Management
Attracted to or Locked In? Predicting Continuance Intention in Social Virtual World Services
Journal of Management Information Systems
A case study inside virtual worlds: use of analytics for immersive spaces
Proceedings of the Third International Conference on Learning Analytics and Knowledge
Innovation-related benefits of social media in Business-to-Business customer relationships
International Journal of Advanced Media and Communication
The Tree of Knowledge Project: Organic Designs as Virtual Learning Spaces
International Journal of Virtual and Personal Learning Environments
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: design philosophy, methods, and tools - Volume Part I
Avatar-based Innovation Processes - Are Virtual Worlds a breeding ground for Innovations?
Proceedings of International Conference on Information Integration and Web-based Applications & Services
Communication in virtual world: Second life and business opportunities
Information Systems Frontiers
How old are you really? Cognitive age in technology acceptance
Decision Support Systems
Hi-index | 0.00 |
Virtual worlds, where thousands of people can interact simultaneously within the same three-dimensional environment, represent a frontier in social computing with critical implications for business, education, social sciences, and our society at large. In this paper, we first trace the history of virtual worlds back to its antecedents in electronic gaming and on-line social networking. We then provide an overview of extant virtual worlds, including education-focused, theme-based, community-specific, children-focused, and self-determined worlds - and we analyze the relationship among these worlds according to an initial taxonomy for the area. Recognizing the apparent leadership of Second Life among today's self-determined virtual worlds, we present a detailed case study of this environment, including surveys of 138 residents regarding how they perceive and utilize the environment. Lastly, we provide a literature review of existing virtual world research, with a focus on business research, and a condensed summary of research issues in education, social sciences, and humanities.