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Contents
6
Introduction
9
World Jaunting
10
Plan of the Book
13
References
14
New World View
15
Organizing a Horde of Scientists
15
Session 1: Research and World of Warcraft
20
Session 2: Relationships Between WoW and the “Real World”
22
Expeditions
24
Conclusion
26
References
27
Culture and Creativity: World of Warcraft Modding in China and the US
28
Modding
29
The US Modding Community
32
The Chinese Modding Community
36
Discussion
44
References
47
The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds
49
The Emergence of Game Refugees and Trans-Ludic Diasporas
50
Trans-Ludic Identities
57
Methodological Challenges and Opportunities: A Call for “ Latitudinal” Research
58
References
61
Science, Technology, and Reality in The Matrix Online and Tabula Rasa
63
Intellectual Background of the Two Worlds
63
Creating Virtual Objects and Abilities
67
Protean Avatars in MxO and TR
71
Conclusion
75
References
75
Spore: Assessment of the Science in an Evolution- Oriented Game
77
The Spore World
78
Biological Evolution
79
Cultural Evolution
85
Conclusion
89
References
90
Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching, and Learning with Virtual Worlds
92
A Landscape of Trinkets
93
An Alternative
93
Medulla and a New Public Media Infrastructure
98
The Use Cases
100
Medulla Prototypes
103
Conclusion
104
References
105
A Virtual Mars
106
A Personal Journey
106
A New Mars
109
Sharing the Idea
110
Conclusion
113
References
113
Opening the Metaverse
115
Today’s Virtual Worlds
116
Tomorrow’s Global Metamedium
117
Present Limitations
119
Learning from the Web
119
Defining the Technical Challenges
122
Defining the Technical Solutions
124
Conclusion
125
References
125
A Typology of Ethnographic Scales for Virtual Worlds
127
The Setup: From Positivism to Ethnographic Scale
127
The Background: From Indonesia to Second Life
129
The Four Confusions: Defining What a Virtual World Is Not
130
The Typology: Research Questions and Ethnographic Scale
132
The Road Ahead: Concluding Thoughts
135
References
136
Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls
138
A Game Is a Game by Any Other Name
140
Life on the Screen: Who Is Really Playing?
143
Ill-Defined Spaces: Taking an Ecological View of the (Virtual) World
145
Conclusion
146
References
147
Examining Player Anger in World of Warcraft
149
Methodology and Development of the World of Warcraft Questionnaire ( WoWQ)
149
Potential In-Game Anger-Causing Scenarios
153
Conclusion
159
Appendix
160
References
161
Dude Looks like a Lady: Gender Swapping in an Online Game
163
Gender and Identity, Offline and On
164
Identity in the Context of MMOs
166
Motivations for Swapping
168
Methods and Measures
169
Results
170
Conclusion
172
References
174
Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners
177
Doppelgangers
178
Theoretical Underpinnings
179
Experimenting with Doppelgangers
182
Implications and Future Directions
185
References
186
Speaking in Character: Voice Communication in Virtual Worlds
189
Comparing Media and Contexts
190
Voice in Virtual Worlds
192
Managing Multiple Conversations
195
Technical Difficulties
197
Uniqueness of the Virtual Environment
198
Conclusion
200
References
201
What People Talk About in Virtual Worlds
203
Methodology: Protocol Analysis
204
Virtual Worlds as a Place for Learning
204
Communication Analysis
206
DesignWorld: A Virtual World for Design Collaboration
208
Discussion and Conclusions
212
References
214
Changing the Rules: Social Architectures in Virtual Worlds
215
Surface Layer Architectures
216
Information Access
218
Hidden Layer Architectures
221
Ending Thoughts
223
References
224
Game-Based Virtual Worlds as Decentralized Virtual Activity Systems
226
Case 1: Science Learning Games for Informal Life Science Education
227
Case 2: Game Mod for Semiconductor Fabrication Operations and Service Training
230
Discussion
233
Conclusions
235
References
235
When Virtual Worlds Expand
237
Saltation
237
Prelude and Lore
239
New Character Features
243
Population Stratification and Class
248
Conclusion
250
References
250
Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games
252
Effective Teams
252
Virtual Teams
254
ICT: Social Presence, Media Richness, and Synchronicity
257
Using MMOGS to Understand Team Effectiveness
258
References
260
Virtual Worlds for Virtual Organizing
264
The Socio-technical History of Virtual Worlds for Virtual Organizing
265
Current Trends in Virtual Worlds for Virtual Organizing
268
The Future of Virtual Worlds for Virtual Organizing
272
References
275
Future Evolution of Virtual Worlds as Communication Environments
278
Metaverses
278
Immersionists Versus Augmentationists
281
Moving Beyond Second Life
283
Moving Beyond First Life
285
References
287
The Future of Virtual Worlds
288
Technical Innovations
288
The Economic Basis for Virtual Worlds
291
Cultural Transformation
295
Conclusion
300
References
301
The Authors
302
Index
312
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