From Barbie to Mortal Kombat: gender and computer games
From Barbie to Mortal Kombat: gender and computer games
The emergence of on-line community
Cybersociety 2.0
Cybertypes: Race, Ethnicity, and Identity on the Internet
Cybertypes: Race, Ethnicity, and Identity on the Internet
An Introduction to Cyberculture
An Introduction to Cyberculture
My Tiny Life: Crime and Passion in a Virtual World
My Tiny Life: Crime and Passion in a Virtual World
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Toward a taxonomy of copresence
Presence: Teleoperators and Virtual Environments
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Computer Mediated Communication
Computer Mediated Communication
Presence: Teleoperators and Virtual Environments
Coordinating joint activity in avatar-mediated interaction
Proceedings of the SIGCHI Conference 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
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3-D virtual realms offer places for people to go interact, play games, and even do business. As these realms themselves become more sophisticated, the number of participants grows and the level and type of social interactions change. Meanwhile, scholars race to try to keep up. There is a growing, but still developing literature about interaction in virtual world. This paper explores communication and social intimacy in one such world, Second Life. In this paper, results of a four year ethnography in Second Life reveal findings that refute earlier research on computer-mediated communications, and support others while offering new findings to contribute to the growing body of knowledge.