Consumers, fans, and control: what the games industry can teach Hollywood about DRM
Proceedings of the ACM workshop on Digital rights management
Playing the e-business game in 3D virtual worlds
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Law and governance and virtual worlds
dg.o '07 Proceedings of the 8th annual international conference on Digital government research: bridging disciplines & domains
Leisure and CSCW: Introduction to Special Edition
Computer Supported Cooperative Work
Shaping 3D multimedia environments: the MediaSquare
Proceedings of the 6th ACM international conference on Image and video retrieval
Foundations and Trends in Web Science
Virtual worlds: multi-disciplinary research opportunities
ACM SIGMIS Database
Virtual worlds as a medium for advertising
ACM SIGMIS Database
Future Play '07 Proceedings of the 2007 conference on Future Play
Human-Currency Interaction: learning from virtual currency use in China
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Finding Online Subcultures in Shared Meanings
Social Science Computer Review
Observing the learning curve of videogames in architectural design
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Agent mediated trading in a 3D e-tourism environment
Proceedings of the 10th international conference on Electronic commerce
Computational Affective Sociology
Affect and Emotion in Human-Computer Interaction
A hybrid cultural ecology: world of warcraft in China
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Player talk—the functions of communication in multplayer role-playing games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
Realism in gameplay: digital fiction and embodiment
SRMC '08 Proceedings of the 2nd ACM international workshop on Story representation, mechanism and context
Rationalizing Play: A Critical Theory of Digital Gaming
The Information Society
The role of information in a community of hobbyist collectors
Journal of the American Society for Information Science and Technology
Retail spatial evolution: paving the way from traditional to metaverse retailing
Electronic Commerce Research
Beyond e-business models: the road to virtual worlds
Electronic Commerce Research
Player motivations: A psychological perspective
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Illegitimate practices as legitimate participation: game cheat sites in a teen virtual world
CSCL'07 Proceedings of the 8th iternational conference on Computer supported collaborative learning
CSCL'07 Proceedings of the 8th iternational conference on Computer supported collaborative learning
Situating Productive Play: Online Gaming Practices and Guanxi in China
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
Proceedings of the seventh ACM conference on Creativity and cognition
Decentralization in Wikipedia Governance
Journal of Management Information Systems
User goals in social virtual worlds: A means-end chain approach
Computers in Human Behavior
The evolution of social behavior over time in second life
Presence: Teleoperators and Virtual Environments
A natural language interface for a 2D networked game
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: applications and services
Understanding the influence of 3D virtual worlds on perceptions of 2D e-commerce websites
Proceedings of the 2nd ACM SIGCHI symposium on Engineering interactive computing systems
Video Game-Based Methodology for Business Research
Simulation and Gaming
Integrating players, reputation and ranking to manage cheating in MMOGs
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Literary and Historical 3D Digital Game-Based Learning: Design Guidelines
Simulation and Gaming
Intercultural interaction and collaboration in a virtual world
Proceedings of the 3rd international conference on Intercultural collaboration
Avatar-based innovation: Consequences of the virtual co-creation experience
Computers in Human Behavior
Information Systems Research
How did the computer disappear?: HCI during the experience of Second Life
Proceedings of the 2011 iConference
International Journal of Web Based Communities
Exploiting MMORPG log data toward efficient RMT player detection
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
What can free money tell us on the virtual black market?
Proceedings of the ACM SIGCOMM 2011 conference
Decision-making in-socio and in-situ: Facilitation in virtual worlds
Decision Support Systems
Collaborative remote laboratory in virtual world
AIC'10/BEBI'10 Proceedings of the 10th WSEAS international conference on applied informatics and communications, and 3rd WSEAS international conference on Biomedical electronics and biomedical informatics
Ghost worlds – time and consequence in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Communication and online business opportunities in virtual environment: Second Life
International Journal of Web Based Communities
Clustering avatars behaviours from virtual worlds interactions
Proceedings of the 4th International Workshop on Web Intelligence & Communities
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
An optimized player taxonomy model for mobile MMORPGs with millions of users
Advances in Human-Computer Interaction
Metagames, paragames and orthogames: a new vocabulary
Proceedings of the International Conference on the Foundations of Digital Games
International Journal of Information Management: The Journal for Information Professionals
Ethics and Information Technology
Journal of Theoretical and Applied Electronic Commerce Research
Journal of Theoretical and Applied Electronic Commerce Research
Research Note---Using Real Options to Investigate the Market Value of Virtual World Businesses
Information Systems Research
Connecting play: understanding multimodal participation in virtual worlds
Proceedings of the 14th ACM international conference on Multimodal interaction
Predicting users' return to virtual worlds: a social perspective
Information Systems Journal
Laboring in Cyberspace: A Lockean Theory of Property in Virtual Worlds
International Journal of Technoethics
Getting `virtual' wrongs right
Ethics and Information Technology
International Journal of Virtual and Personal Learning Environments
Emergence of Gamified Commerce: Turning Virtual to Real
Journal of Electronic Commerce in Organizations
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
Dynamics of trust reciprocation in multi-relational networks
Proceedings of the 2013 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining
Communication in virtual world: Second life and business opportunities
Information Systems Frontiers
Evaluating the educational effectiveness of simulation games: A value generation model
Information Sciences: an International Journal
Hi-index | 0.00 |