Virtual worlds started with the MMORPG (Massively Multiplayer Online Role-Playing Games) who emerged from the video gaming world, thus indicating their play-related origins. Steinkuehler’s work (2006) suggests that the learning mechanisms triggered by games in the virtual world depend “on the nature of the game obviously, but also on the social practices they give rise to”. Continuing this line of study, our work shows that these immersive environments actually forge social ties and generate digital rites of various kinds between the public and private spheres. In this article, we explore the controversies around immersive environments through an investigation of the virtual body within these systems, which we believe function as venues par...
Abstract. Georg Simmel [American Journal of Sociology 55:254–261 (1949)] is widely credited as the f...
The article focuses on the phenomenon of how human behaviors are shaped in the environments of thre...
International audienceThis article treats the relation to time, space, and action involved in practi...
International audienceLes mondes virtuels sont issus des MMORPG (Massive Multi Online Role-Playing G...
This article examines the phenomenon of adult group games through which virtual communities are form...
International audienceUsers and avatars of online virtual worlds are sometimes referred to as inhabi...
La portée culturelle des jeux vidéo passe par le plaisir que les joueurs prennent à leurs pratiques....
As Massive Multi-player Online Games (MMOs) have started to catch up with video games as a favored l...
Social interactions within virtual communities are often described solely as being online experience...
The increasing convergence and mobility of digital network technologies have given rise to new, mass...
Just over a decade ago, virtual worlds lurked in the shadows of popular media- consciousness, more o...
Virtual worlds serve as new digital spaces in which humans interact with each other but also with th...
A much more attractive way to use the internet was discovered. Users are represented by avatars in t...
L'enjeu de cette thèse est d'aborder les divers types d'interactions sociales qui se créent entre le...
Cette recherche traite du phénomène immersif dans les mondes virtuels accessibles « grâce à » intern...
Abstract. Georg Simmel [American Journal of Sociology 55:254–261 (1949)] is widely credited as the f...
The article focuses on the phenomenon of how human behaviors are shaped in the environments of thre...
International audienceThis article treats the relation to time, space, and action involved in practi...
International audienceLes mondes virtuels sont issus des MMORPG (Massive Multi Online Role-Playing G...
This article examines the phenomenon of adult group games through which virtual communities are form...
International audienceUsers and avatars of online virtual worlds are sometimes referred to as inhabi...
La portée culturelle des jeux vidéo passe par le plaisir que les joueurs prennent à leurs pratiques....
As Massive Multi-player Online Games (MMOs) have started to catch up with video games as a favored l...
Social interactions within virtual communities are often described solely as being online experience...
The increasing convergence and mobility of digital network technologies have given rise to new, mass...
Just over a decade ago, virtual worlds lurked in the shadows of popular media- consciousness, more o...
Virtual worlds serve as new digital spaces in which humans interact with each other but also with th...
A much more attractive way to use the internet was discovered. Users are represented by avatars in t...
L'enjeu de cette thèse est d'aborder les divers types d'interactions sociales qui se créent entre le...
Cette recherche traite du phénomène immersif dans les mondes virtuels accessibles « grâce à » intern...
Abstract. Georg Simmel [American Journal of Sociology 55:254–261 (1949)] is widely credited as the f...
The article focuses on the phenomenon of how human behaviors are shaped in the environments of thre...
International audienceThis article treats the relation to time, space, and action involved in practi...