Abstract- Virtual reality is simulated reality. Computers introduced us to the virtual world. In the virtual world one can assume any identity and no one will be the wiser. Such identities are called ‘avatars’. This is part of its attraction. But it also has its dangers. Many youngsters today live more in the virtual world than in the real world. This has made sociopaths out of some of them. They are so used to interacting with people in the virtual world that they no longer know how to interact with real people. Virtual worlds like Second Life are becoming important tools for, among other activities, socialization, social networking, entertainment, collaboration, and business development. These environments offer information systems resear...
Participation in multi-user virtual environments (MUVEs) is becoming a part of the American culture,...
Virtual environments offer an exciting platform for social science research. The persistent nature o...
Just over a decade ago, virtual worlds lurked in the shadows of popular media- consciousness, more o...
Virtual worlds, as both a concept and an industry, has changed radically over the past 10 years, fro...
"Technology has always introduced changes in the way researchers administer surveys. A new technolog...
Virtual worlds like Second Life are becoming important tools for, among other activities, socializat...
Virtual worlds have grown tremendously in recent years yet little is known about individuals that ar...
Virtual worlds have shown their presence for a long time since virtual reality comes into people'...
The Internet and World Wide Web have had, and continue to have, an incredible impact on our civiliza...
The purpose of this paper is to investigate the potential growth and use of Virtual World Technology...
The global phenomena of online gaming engages millions of people, some playing over 45 hours a week ...
Virtual worlds are online three-dimensional worlds that are often constructed to look much like the ...
Virtual worlds are becoming increasingly sophisticated, showing potentials as the platform for a var...
This paper critically reviews the state of virtual world research within the Information Systems fie...
The intent of this paper is to explore the implications of the social aspects enabled by virtual wor...
Participation in multi-user virtual environments (MUVEs) is becoming a part of the American culture,...
Virtual environments offer an exciting platform for social science research. The persistent nature o...
Just over a decade ago, virtual worlds lurked in the shadows of popular media- consciousness, more o...
Virtual worlds, as both a concept and an industry, has changed radically over the past 10 years, fro...
"Technology has always introduced changes in the way researchers administer surveys. A new technolog...
Virtual worlds like Second Life are becoming important tools for, among other activities, socializat...
Virtual worlds have grown tremendously in recent years yet little is known about individuals that ar...
Virtual worlds have shown their presence for a long time since virtual reality comes into people'...
The Internet and World Wide Web have had, and continue to have, an incredible impact on our civiliza...
The purpose of this paper is to investigate the potential growth and use of Virtual World Technology...
The global phenomena of online gaming engages millions of people, some playing over 45 hours a week ...
Virtual worlds are online three-dimensional worlds that are often constructed to look much like the ...
Virtual worlds are becoming increasingly sophisticated, showing potentials as the platform for a var...
This paper critically reviews the state of virtual world research within the Information Systems fie...
The intent of this paper is to explore the implications of the social aspects enabled by virtual wor...
Participation in multi-user virtual environments (MUVEs) is becoming a part of the American culture,...
Virtual environments offer an exciting platform for social science research. The persistent nature o...
Just over a decade ago, virtual worlds lurked in the shadows of popular media- consciousness, more o...