Design for network communities
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Network Communities: Something Old, Something New, Something Borrowed …
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Virtual environments at work: ongoing use of MUDs in the workplace
WACC '99 Proceedings of the international joint conference on Work activities coordination and collaboration
Social interaction in virtual enviroments: key issues, common themes, and a framework for research
The social life of avatars
The digital divide: status differences in virtual environments
The social life of avatars
Grounded politics: some thoughts on feminist process in the information age
ACM SIGCAS Computers and Society
ACM SIGCAS Computers and Society
Pedagogy before Technology: Re-thinking the Relationship between ICT and Teaching
Education and Information Technologies
Shrinking selves in synthetic sites: Onpersonhood in a Walt Disney World
Ethics and Information Technology
Ethics of Internet research: Contesting thehuman subjects research model
Ethics and Information Technology
Hardware companions?: what online AIBO discussion forums reveal about the human-robotic relationship
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Only connect? the impact of the internet on lived experience
Internet management issues
Embodiment, Perception, and Virtual Reality
CT '01 Proceedings of the 4th International Conference on Cognitive Technology: Instruments of Mind
Computer Interfaces: From Communication to Mind-Prosthesis Metaphor
CT '01 Proceedings of the 4th International Conference on Cognitive Technology: Instruments of Mind
Fuzzy boundaries, strange negotiations: problems of space, place and identity in cyberspace
Managing web usage in the workplace
Designing culturally situated technologies for the home
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Problems in simulating social reality: observations on a MUD construction
Simulation and Gaming - Special issue: Simulation & gaming
Human values, ethics, and design
The human-computer interaction handbook
"Next level": women's digital activism through gaming
Digital media revisited
Cyberspace as a space parallel to geographical space
Virtual space
Reinvention of childhood in a networked world
CRPIT '02 Proceedings of the Seventh world conference on computers in education conference on Computers in education: Australian topics - Volume 8
Designing information spaces
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
Robotic pets in the lives of preschool children
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Digital libraries and educational practice: a case for new models
Proceedings of the 4th ACM/IEEE-CS joint conference on Digital libraries
The role of educational software as a support for teaching and learning conversations
Computers & Education
Human computer (sexual) interactions
interactions - Funology
Playing the game: cheating, loopholes, and virtual identity
ACM SIGCAS Computers and Society
ACM SIGGROUP Bulletin - Special issue on online learning communities
Reflexivity in e-science: virtual communities and research institutions
ACM SIGGROUP Bulletin - Special issue on virtual communities
Making by making strange: Defamiliarization and the design of domestic technologies
ACM Transactions on Computer-Human Interaction (TOCHI)
Socialization in an Open Source Software Community: A Socio-Technical Analysis
Computer Supported Cooperative Work
Broadcasting information via display names in instant messaging
GROUP '05 Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work
Differential social attributions toward computing technology: An empirical investigation
International Journal of Human-Computer Studies
Buddy bots: how turing's fast friends are undermining consumer privacy
Presence: Teleoperators and Virtual Environments - Special section: Legal, ethical, and policy issues associated with virtual environments and computer mediated reality
Web-based learning and asynchronous teaching at the TEI of Crete, Greece
WBE'06 Proceedings of the 5th IASTED international conference on Web-based education
Social interaction with computers: an interpretation of Weizenbaum's ELIZA and her heritage
Social Science Computer Review
A model of cognitive loads in massively multiplayer online role playing games
Interacting with Computers
Socially Distributed Perception: GRACE plays social tag at AAAI 2005
Autonomous Robots
Attitudinal and experiential predictors of technological expertise
Computers in Human Behavior
Re-purposing existing generic games and simulations for e-learning
Computers in Human Behavior
Closing the rural broadband gap: Promoting adoption of the Internet in rural America
Telecommunications Policy
Does lego training stimulate pupils' ability to solve logical problems?
Computers & Education
The Economic Leverage of the Virtual Community
International Journal of Electronic Commerce
The rationale of online learning communities
International Journal of Web Based Communities
Web-based youth communities in the light of cyberspace psychology
International Journal of Web Based Communities
I hate you! Disinhibition with virtual partners
Interacting with Computers
Identity construction on Facebook: Digital empowerment in anchored relationships
Computers in Human Behavior
Fostering empowerment in online support groups
Computers in Human Behavior
The impact of emotionality and self-disclosure on online dating versus traditional dating
Computers in Human Behavior
Interactivity dimension: media, contents, and user perception
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Avatars in social media: Balancing accuracy, playfulness and embodied messages
International Journal of Human-Computer Studies
How Is It for You? (A Case for Recognising User Motivation in the Design Process)
Affect and Emotion in Human-Computer Interaction
Behaviour & Information Technology
A hybrid cultural ecology: world of warcraft in China
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Acting Your Age in Second Life
Proceedings of the 2nd International Conference on Fun and Games
Problematic empowerment: West african internet scams as strategic misrepresentation
Information Technologies and International Development
Body and mind: a study of avatar personalization in three virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Multimodal Human Machine Interactions in Virtual and Augmented Reality
Multimodal Signals: Cognitive and Algorithmic Issues
From the Philosophy of Information to the Philosophy of Information Culture
The Information Society - The Philosophy of Information, its Nature, and Future Developments
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Towards a design theory for online communities
Proceedings of the 4th International Conference on Design Science Research in Information Systems and Technology
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Interaction Comparison among Media Internet Genre
Proceedings of the 13th International Conference on Human-Computer Interaction. Part I: New Trends
Problematic Internet use and psychosocial well-being among MMO players
Computers in Human Behavior
Semantic transparency in user assistance systems
Proceedings of the 27th ACM international conference on Design of communication
Self-presentation and the value of information in Q&A websites
Journal of the American Society for Information Science and Technology
Evaluating and improving e-participation in Istanbul
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Flow experience of mud players: investigating multi-user dimension gamers from the USA
OCSC'07 Proceedings of the 2nd international conference on Online communities and social computing
Psychological perspectives on social behaviors of Chinese MMORPG players
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Hidden Interlocutor Misidentification in Practical Turing Tests
Minds and Machines
IDGD'11 Proceedings of the 4th international conference on Internationalization, design and global development
Computers in Human Behavior
Behind the MASK: Motivation through Avatar Skills and Knowledge
International Journal of Gaming and Computer-Mediated Simulations
Laboring in Cyberspace: A Lockean Theory of Property in Virtual Worlds
International Journal of Technoethics
International Journal of Agent Technologies and Systems
Makin' f*¢&|# cake: the innocent, the vulgar, and the scary
Proceedings of the 9th ACM Conference on Creativity & Cognition
The ethics of online anonymity or Zuckerberg vs. "Moot"
ACM SIGCAS Computers and Society - Selected Papers from The Ninth International Conference on Computer Ethics: Philosophical Enquiry
How players value their characters in world of warcraft
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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From the Publisher:A Question of Identity Life on the Screen is a fascinating and wide-ranging investigation of the impact of computers and networking on society, peoples' perceptions of themselves, and the individual's relationship to machines. Sherry Turkle, a Professor of the Sociology of Science at MIT and a licensed psychologist, uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, "bots," virtual reality, and "the on-line way of life." Turkle's discussion of postmodernism is particularly enlightening. She shows how postmodern concepts in art, architecture, and ethics are related to concrete topics much closer to home, for example AI research (Minsky's "Society of Mind") and even MUDs (exemplified by students with X-window terminals who are doing homework in one window and simultaneously playing out several different roles in the same MUD in other windows). Those of you who have (like me) been turned off by the shallow, pretentious, meaningless paintings and sculptures that litter our museums of modern art may have a different perspective after hearing what Turkle has to say. This is a psychoanalytical book, not a technical one. However, software developers and engineers will find it highly accessible because of the depth of the author's technical understanding and credibility. Unlike most other authors in this genre, Turkle does not constantly jar the technically-literate reader with blatant errors or bogus assertions about how things work. Although I personally don't have time or patience for MUDs,view most of AI as snake-oil, and abhor postmodern architecture, I thought the time spent reading this book was an extremely good investment.