Results 251 to 260 of about 263,692 (291)
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ACM SIGMIS Database: the DATABASE for Advances in Information Systems, 2007
This article raises the question of political innovation that can potentially emerge within, and spread from, the virtual worlds. Locating the signs of political change in the surfacing of innovative political concepts, the article proposes the investigation of keywords in the codes and rules of the virtual communities, as well as the compilation of a ...
David A. Bray, Benn R. Konsynski
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This article raises the question of political innovation that can potentially emerge within, and spread from, the virtual worlds. Locating the signs of political change in the surfacing of innovative political concepts, the article proposes the investigation of keywords in the codes and rules of the virtual communities, as well as the compilation of a ...
David A. Bray, Benn R. Konsynski
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2022
This chapter introduces the concept of the avatar as a human surrogate in a synthetic world, in which nearly all aspects of daily life are replicated. Further, one to a few virtual worlds have led to more than 100 virtual worlds, each catering to a variety of members, from children to senior adults as well as the physically challenged who are provided ...
Bernhard Jung, Arnd Vitzthum
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This chapter introduces the concept of the avatar as a human surrogate in a synthetic world, in which nearly all aspects of daily life are replicated. Further, one to a few virtual worlds have led to more than 100 virtual worlds, each catering to a variety of members, from children to senior adults as well as the physically challenged who are provided ...
Bernhard Jung, Arnd Vitzthum
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Exploring virtual worlds: success factors in virtual world marketing
Management Decision, 2009PurposeDrawing from recent work on online social networking and communities of consumption, the purpose of this paper is to explore, identify, and postulate key factors facilitating the growth and success of marketing in virtual worlds.Design/methodology/approachAn empirical study was conducted employing netnographic evidence from three different ...
Tikkanen, Henrikki +3 more
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2017
This chapter discusses the author's experience in virtual environments, with particular reference to virtual reconstruction. The events are narrated from the perspective of a student who at first developed his skills in this specific field at school, and then became competent and passionate enough to teach what he had learned in the course of time.
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This chapter discusses the author's experience in virtual environments, with particular reference to virtual reconstruction. The events are narrated from the perspective of a student who at first developed his skills in this specific field at school, and then became competent and passionate enough to teach what he had learned in the course of time.
+5 more sources
Australian Feminist Studies, 1994
(1994). Virtual bodies/virtual worlds. Australian Feminist Studies: Vol. 9, Women and citizenship, pp. 155-169.
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(1994). Virtual bodies/virtual worlds. Australian Feminist Studies: Vol. 9, Women and citizenship, pp. 155-169.
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Games and Culture, 2009
This article argues for using virtual worlds as experimental environments for social science questions at the macro level. The authors can foresee two major objections to this approach and will address them as to show why they do not prove to be significant.
Edward Castronova, Matthew Falk
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This article argues for using virtual worlds as experimental environments for social science questions at the macro level. The authors can foresee two major objections to this approach and will address them as to show why they do not prove to be significant.
Edward Castronova, Matthew Falk
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2013
Abstract This chapter investigates the coconstruction of musical identities among audiences and performers in the virtual world of Second Life. Within this digital environment, musicians, rendered as digitally constructed avatars, perform “live” concerts in front of audience members, each represented by their own avatar.
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Abstract This chapter investigates the coconstruction of musical identities among audiences and performers in the virtual world of Second Life. Within this digital environment, musicians, rendered as digitally constructed avatars, perform “live” concerts in front of audience members, each represented by their own avatar.
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2014
Virtual Worlds have emerged as important socio-technical artifacts with the potential to impact many important facets of contemporary society and to enable unique, novel business models in the digital economy. The authors present a rich account of the ways in which virtual worlds interact with modern society, their present heuristics, and future ...
Manish Gupta +4 more
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Virtual Worlds have emerged as important socio-technical artifacts with the potential to impact many important facets of contemporary society and to enable unique, novel business models in the digital economy. The authors present a rich account of the ways in which virtual worlds interact with modern society, their present heuristics, and future ...
Manish Gupta +4 more
openaire +1 more source
Virtual Worlds, Virtual Libraries
2010Review of the book "Virtual Worlds, Virtual Libraries"
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