Results 81 to 90 of about 14,148 (222)
Time Spent Thinking in Online Chess Reflects the Value of Computation
Abstract Human planning tends to be efficient, focusing on a relatively small number of options when considering future paths. Recent proposals have suggested that this efficiency reflects intelligent deployment of the limited resources available for planning.
Evan M. Russek +4 more
wiley +1 more source
Rational Feelings for Virtual Things?
ABSTRACT This article examines the rationality of affective responses to virtual phenomena. I argue that at least some such responses can be perfectly rational, but that virtual realism and virtual irrealism—competing views about the metaphysics of the virtual—differ in their verdicts about the possible rationality of certain types of responses ...
Christopher Howard
wiley +1 more source
Education Unleashed: Participatory Culture, Education, and Innovation in Second Life [PDF]
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online
Cory Ondrejka
core
ABSTRACT This study explores the potential of game‐based practices in enhancing organizational innovation, particularly in the context of remote work. Specifically, we examine how collaborative practices within digital gaming environments can inform and enhance the creation of social capital in remote settings and further facilitate collaborative ...
Christopher M. Bernal, Tea Lempiälä
wiley +1 more source
Why walk when you can teleport?
Travel constitutes a significant activity in the majority of Massively Multiplayer Online Roleplaying Games (MMORPGs), whether players are pursuing quests, trading, adventuring or simply exploring.
Nick Webber
doaj +1 more source
Types of Internet Activity and the Religious Commitment of American Adults
ABSTRACT This study addresses the ongoing debate surrounding the connection between Internet use and religious identity, belief, salience, and practices. Using data from the 2021 wave of the Baylor Religion Survey (N = 1248), we analyze the relationships between different types of Internet activity and religious outcomes.
Jennifer O. Laderi, Jeremy E. Uecker
wiley +1 more source
Outside oneself in World of Warcraft: Gamers' perception of the racial self-other
The popularity of massively multiplayer online role-playing games (MMORPGs) has created a unique, heavily populated virtual reality wherein player characters are explicitly differentiated by the physical characteristics of their avatars.
Thomas D. Rowland, Amanda C. Barton
doaj +1 more source
Abstract Aim The aim of this study was to investigate whether psychiatrists around the world believe they might encounter cases of hikikomori (prolonged social isolation), and how they formulate and treat such cases. Methods A hikikomori case vignette was sent to psychiatrists of 34 countries around the world.
Marcus P. J. Tan +29 more
wiley +1 more source
Surveillant assemblages of governance in massively multiplayer online games:a comparative analysis [PDF]
This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part ...
De Paoli, Stefano +2 more
core +3 more sources
Motivation correlates with hardiness and virtual identity of young gamers [PDF]
The research is relevant due to the necessity to explore how gaming motivational mechanisms reduce internal tension and shape gamers’ identity in massively multiplayer online role-playing games (MMORPG).
Klementyeva, Marina Владимировна +2 more
doaj +1 more source

