This paper reflects on the growing trend in the computer games sector towards multi-user social gaming that transcends media platforms. Technological advancements enable embodiment of game-based assets by players who use their ludic affordances to extend experiences into other virtual spaces. In effect, this constitutes a convergence of markets derived from different forms of media content. We comment on the game-to-virtual corporeal transcendence, discussing the cultural context of the game and its impacts on players (consumers) who interact in virtual communities using the device of an avatar
What is a game, or what are video game studies now? How can we match the changes in videogames – as ...
"The technology used to create social presence through computer-mediated communication in multi-play...
http://www.acrwebsite.org/volumes/display.asp?id=15029International audienceThis paper aims to impro...
Video games provide an important context to understand the role of markets in a virtual space. Parti...
The intersections of virtual worlds, imagined communities and ``real life´´ are producing complex li...
An earlier version of this paper appears in Ciaramitaro, B. (2011). Virtual Worlds and e-Commerce. ...
The intersections of virtual worlds, imagined communities and ``real life´´ are producing complex li...
This article stipulates on the successfully generated social aspects of fictional virtual simulation...
Entropia Universe (EU) is a science-fiction themed massively multiplayer online roleplaying game (MM...
In this article, the authors consider emerging consumer practices in digital virtual spaces. Buildin...
Just over a decade ago, virtual worlds lurked in the shadows of popular media- consciousness, more o...
Massively multiplayer role-playing games (MMORPG) are becoming a popular leisure activity world-wide...
RefereedRecent scholarship has made it clear that people within synthetic worlds (otherwise known as...
Nowadays the modern information technologies are highly developed and they are including not only th...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
What is a game, or what are video game studies now? How can we match the changes in videogames – as ...
"The technology used to create social presence through computer-mediated communication in multi-play...
http://www.acrwebsite.org/volumes/display.asp?id=15029International audienceThis paper aims to impro...
Video games provide an important context to understand the role of markets in a virtual space. Parti...
The intersections of virtual worlds, imagined communities and ``real life´´ are producing complex li...
An earlier version of this paper appears in Ciaramitaro, B. (2011). Virtual Worlds and e-Commerce. ...
The intersections of virtual worlds, imagined communities and ``real life´´ are producing complex li...
This article stipulates on the successfully generated social aspects of fictional virtual simulation...
Entropia Universe (EU) is a science-fiction themed massively multiplayer online roleplaying game (MM...
In this article, the authors consider emerging consumer practices in digital virtual spaces. Buildin...
Just over a decade ago, virtual worlds lurked in the shadows of popular media- consciousness, more o...
Massively multiplayer role-playing games (MMORPG) are becoming a popular leisure activity world-wide...
RefereedRecent scholarship has made it clear that people within synthetic worlds (otherwise known as...
Nowadays the modern information technologies are highly developed and they are including not only th...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
What is a game, or what are video game studies now? How can we match the changes in videogames – as ...
"The technology used to create social presence through computer-mediated communication in multi-play...
http://www.acrwebsite.org/volumes/display.asp?id=15029International audienceThis paper aims to impro...