Presence: Teleoperators and Virtual Environments - Premier issue
The experience of a sense of presence in intercultural and international encounters
Presence: Teleoperators and Virtual Environments
Synthetic experience: a proposed taxonomy
Presence: Teleoperators and Virtual Environments
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
The first noble truth of CyberSpace: people are people (even when they MOO)
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Virtual Community: Homesteading on the Electronic Frontier
The Virtual Community: Homesteading on the Electronic Frontier
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Inhabiting the virtual city: the design of social environments for electronic communities
Inhabiting the virtual city: the design of social environments for electronic communities
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
A direct comparison of presence levels in text-based and graphics-based virtual environments
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Reality abstraction and OO pedagogy: results from 5 weeks in virtual reality
OOPSLA '03 Companion of the 18th annual ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications
The Javaputer: Java programming in a MOO
OOPSLA '02 Companion of the 17th annual ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications
ACM SIGGROUP Bulletin - Special issue on virtual communities
Evaluation of Personal Agent-Oriented Virtual Society---PAW
Presence: Teleoperators and Virtual Environments
The Experience of Presence: Factor Analytic Insights
Presence: Teleoperators and Virtual Environments
Small-Group Behavior in a Virtual and Real Environment: A Comparative Study
Presence: Teleoperators and Virtual Environments
Postmodernism and Networks of Cyberterrorists
Journal of Digital Forensic Practice
Measuring presence in mobile 3D
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction platforms and techniques
A new look at World of Warcraft's social landscape
Proceedings of the 6th International Conference on Foundations of Digital Games
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The growing use of the Internet to provide a sense of personal connection and community is converging with the development of shared virtual spaces. In particular, the strong popularity of Multi-User Domains (MUDs), text-based networked virtual worlds, suggests the high premium many people place on social interactivity in their virtual environments. The project described in this paper was designed to broadly characterize what life in LambdaMOO---a classic, social, text-based MUD---is like for many of its members. A comprehensive, data-driven approach was used to explore topics including user and use characteristics, identity and gender role-play, sociality, and spatiality. A rich database of results was gathered. The findings demonstrate a striking and increasingly strong focus on social interaction, even at the expense of spatial navigation. Moreover, contrary to expectations, small, private, even exclusive social interactions were the rule, not the exception. In addition, provocative claims regarding the prevalence of identity and gender role-play were shown not to hold, at least for most people, in this classic social MUD. Finally, some intriguing results regarding the sense of place and space in a purely text-based virtual environment are presented. Taken together, these data shed light on robust psychological and social patterns observed in a large-scale, social virtual world. In doing so, they can help inform the discourse on, and design of, related systems in the future.