Distal attribution and presence
Presence: Teleoperators and Virtual Environments - Premier issue
Virtual reality as a communication system
Communication in the age of virtual reality
The impact of eye gaze on communication using humanoid avatars
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Living digital: embodient in virtual worlds
The social life of avatars
Lessons learned: building and deploying shared virtual environments
The social life of avatars
Social influence within immersive virtual environments
The social life of avatars
The social life of small graphical chat spaces
The social life of avatars
The Science of Virtual Reality and Virtual Environments
The Science of Virtual Reality and Virtual Environments
Social inhibition in immersive virtual environments
Presence: Teleoperators and Virtual Environments
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
The life and death of online gaming communities: a look at guilds in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Social responses to virtual humans: implications for future interface design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
Presence: Teleoperators and Virtual Environments
How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
Immersive virtual video game play and presence: Influences on aggressive feelings and behavior
Presence: Teleoperators and Virtual Environments
Real ethics in a virtual world
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
A method for longitudinal behavioral data collection in second life
Presence: Teleoperators and Virtual Environments
IEEE Transactions on Information Technology in Biomedicine
Game vendors' influence on the monetary value of virtual goods
Proceedings of the 2011 ACM Symposium on Applied Computing
Interacting with Computers
Synchronous learning best practices: An action research study
Computers & Education
Virtual research assistants: Replacing human interviewers by automated avatars in virtual worlds
Computers in Human Behavior
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The current study tracked 80 participants who spent an average of six hours per week in Second Life over six consecutive weeks. Objective measures of movement and chat were automatically collected in real time when participants logged in to Second Life. Data regarding the number of groups and friends was self-reported through online questionnaires on a weekly basis. Results demonstrated that although the social networks of users continued to broaden over the course of the study, users became less inclined to explore regions, decreased their use of high-energy actions such as flying or running, and chatted less. We discuss implications for theories of virtual social interaction as well as the use of Second Life as a social science research platform.