Virtual worlds and online societies are a growing part of the world today, and have not had the extensive research that most of the world\u27s social settings have. We began research in the field with general surveying and active participant observation. Our results showed, first, that people who join virtual social environments and turn away from their old real-world social activities often more than make up for it by participation in the social aspects of online, virtual worlds. Secondly, it opened the doors for a wide range of possible future research in the field, which we strongly hope others will take on in the future
The increased dependence of western societies on The Internet as indicated by broadband uptake, smar...
Virtual worlds constitute a growing space for collaborative play, learning, work, and e-commerce. To...
Increasingly, social science researchers are turning to the internet to study forms of ‘virtual’ cul...
This chapter asks what is distinctive about researching virtual communities. In so doing it troubles...
The global phenomena of online gaming engages millions of people, some playing over 45 hours a week ...
The Internet, and in particular the World Wide Web (WWW) has enabled social scientists to create a v...
Contemporary societies are facing progressive and swirling transformation due to the digital and tec...
Abstract- Virtual reality is simulated reality. Computers introduced us to the virtual world. In the...
Thesis (M.A.)--Boston UniversityThe worlds encountered by players of online games are sociologically...
We live in a 2-dimensional global society divided between the physical world and the virtual world b...
Virtual worlds are online three-dimensional worlds that are often constructed to look much like the ...
Online communities play an important part in most internet user’s life. This paper will summarise th...
Virtual communities constitute an important attribute through which social dialogues are mediated. T...
The thesis is focused on the possibilities that exist for crossing or even transcending the boundary...
The recent advancements in communication technologies and the internet have broken geographical, tim...
The increased dependence of western societies on The Internet as indicated by broadband uptake, smar...
Virtual worlds constitute a growing space for collaborative play, learning, work, and e-commerce. To...
Increasingly, social science researchers are turning to the internet to study forms of ‘virtual’ cul...
This chapter asks what is distinctive about researching virtual communities. In so doing it troubles...
The global phenomena of online gaming engages millions of people, some playing over 45 hours a week ...
The Internet, and in particular the World Wide Web (WWW) has enabled social scientists to create a v...
Contemporary societies are facing progressive and swirling transformation due to the digital and tec...
Abstract- Virtual reality is simulated reality. Computers introduced us to the virtual world. In the...
Thesis (M.A.)--Boston UniversityThe worlds encountered by players of online games are sociologically...
We live in a 2-dimensional global society divided between the physical world and the virtual world b...
Virtual worlds are online three-dimensional worlds that are often constructed to look much like the ...
Online communities play an important part in most internet user’s life. This paper will summarise th...
Virtual communities constitute an important attribute through which social dialogues are mediated. T...
The thesis is focused on the possibilities that exist for crossing or even transcending the boundary...
The recent advancements in communication technologies and the internet have broken geographical, tim...
The increased dependence of western societies on The Internet as indicated by broadband uptake, smar...
Virtual worlds constitute a growing space for collaborative play, learning, work, and e-commerce. To...
Increasingly, social science researchers are turning to the internet to study forms of ‘virtual’ cul...