Since the beginning of the 21st century, the internet has provided a much more dynamic platform, becoming more visual and allowing users to interact with each other in communities and share information in real time. The new Internet is a social media, and online communities are taking on a new dimension, quite literally, in the form of immersive 3D virtual worlds, such as such as Active Worlds, OSGrid, and Second Life. Surprisingly, 80 % of active internet users have a registered account in virtual worlds which are playing an increasingly important role in the lives of many adults, teens, and children. Indeed, virtual worlds are believed to have implications that go beyond how we play, to also include how we buy, work, and learn. In recent ...
At The Open University in the UK, we have conducted empirical qualitative research in Second Life, a...
The article is an analysis of the author’s research pertaining to films relating to or containing th...
Research problem: Although much research exists on virtual worlds, very few studies focus on profess...
Since the beginning of the 21st century, the internet has provided a much more dynamic platform, bec...
Three-dimensional (3D) virtual worlds have been employed in various domains and have been a topic fo...
The Virtual Worlds Exploratorium is a multidisciplinary project dedicated to the study of communicat...
Bibliometric analysis has become an extremely popular research method with the dramatic increase in ...
The multi-user virtual world Second Life is an online software platform that allows users to jointly...
The global phenomena of online gaming engages millions of people, some playing over 45 hours a week ...
Virtual worlds can be defined as technology-created virtual environments that incorporate representa...
Abstract- Virtual reality is simulated reality. Computers introduced us to the virtual world. In the...
Virtual worlds can be defined as technology-created virtual environments that incorporate representa...
Aims: This paper discusses the methodological challenges of using the 3D social virtual world Sec...
Researchers love virtual worlds. They are drawn to virtual worlds because of the opportunity to stud...
Virtual reality (VR) has been shown to be beneficial for educational purposes and has emerged as a p...
At The Open University in the UK, we have conducted empirical qualitative research in Second Life, a...
The article is an analysis of the author’s research pertaining to films relating to or containing th...
Research problem: Although much research exists on virtual worlds, very few studies focus on profess...
Since the beginning of the 21st century, the internet has provided a much more dynamic platform, bec...
Three-dimensional (3D) virtual worlds have been employed in various domains and have been a topic fo...
The Virtual Worlds Exploratorium is a multidisciplinary project dedicated to the study of communicat...
Bibliometric analysis has become an extremely popular research method with the dramatic increase in ...
The multi-user virtual world Second Life is an online software platform that allows users to jointly...
The global phenomena of online gaming engages millions of people, some playing over 45 hours a week ...
Virtual worlds can be defined as technology-created virtual environments that incorporate representa...
Abstract- Virtual reality is simulated reality. Computers introduced us to the virtual world. In the...
Virtual worlds can be defined as technology-created virtual environments that incorporate representa...
Aims: This paper discusses the methodological challenges of using the 3D social virtual world Sec...
Researchers love virtual worlds. They are drawn to virtual worlds because of the opportunity to stud...
Virtual reality (VR) has been shown to be beneficial for educational purposes and has emerged as a p...
At The Open University in the UK, we have conducted empirical qualitative research in Second Life, a...
The article is an analysis of the author’s research pertaining to films relating to or containing th...
Research problem: Although much research exists on virtual worlds, very few studies focus on profess...