Artificial societies and virtual worlds are two areas of interest to modern social scientists that are distinctly separate in modern academic study, and are yet undeniably related. Artificial societies are multi-agent systems comprised of autonomous social agents, programmed with their own set of rules and behavior. While virtual worlds are occupied in large part by human controlled agents participating in a collective virtual experience and space. Within both types of virtual environments there can be found a scarcity of resources and intricate cross-entity interaction. This often results in the development and evolution of complex economic and cultural structures. In addition, by examining the modern research and common history shared by ...
This thesis explores economic aspects of virtual worlds by focusing on a specific massively multipla...
The rapid growth of online games enables firms to charge players for virtual goods they sell for use...
The aim of this work is to contribute to the believability of the simulated emotions for virtual ent...
As three-dimensional virtual environments become both more prevalent and more fragmented, studying h...
As artificially intelligent agents become more advanced, they will require corresponding advances in...
As virtual worlds become more prevalent, they become increasingly useful as a means of information d...
From a neurodiversity perspective, autism is a form of human diversity. Neurodivergent people often ...
University of Technology, Sydney. Faculty of Information Technology.This thesis establishes Virtual ...
The next tool for social science experimentation should allow for macro level, generalizable, scient...
Virtual worlds are three-dimensional, computer-generated worlds where team collaboration can be faci...
Social virtual worlds (SVWs) such as Second Life have gained immense popularity during the last deca...
In synthetic worlds, such as Second Life, World of Warcraft, or SIMS, the dichotomy between reality ...
Through creative art making practice, research seeks to contribute a body of knowledge to an under r...
This thesis examines the virtual social world of the Massively Multiplayer Online Role-Playing Game,...
Previous work in Game Studies has centered on several loci of investigation in seeking to understand...
This thesis explores economic aspects of virtual worlds by focusing on a specific massively multipla...
The rapid growth of online games enables firms to charge players for virtual goods they sell for use...
The aim of this work is to contribute to the believability of the simulated emotions for virtual ent...
As three-dimensional virtual environments become both more prevalent and more fragmented, studying h...
As artificially intelligent agents become more advanced, they will require corresponding advances in...
As virtual worlds become more prevalent, they become increasingly useful as a means of information d...
From a neurodiversity perspective, autism is a form of human diversity. Neurodivergent people often ...
University of Technology, Sydney. Faculty of Information Technology.This thesis establishes Virtual ...
The next tool for social science experimentation should allow for macro level, generalizable, scient...
Virtual worlds are three-dimensional, computer-generated worlds where team collaboration can be faci...
Social virtual worlds (SVWs) such as Second Life have gained immense popularity during the last deca...
In synthetic worlds, such as Second Life, World of Warcraft, or SIMS, the dichotomy between reality ...
Through creative art making practice, research seeks to contribute a body of knowledge to an under r...
This thesis examines the virtual social world of the Massively Multiplayer Online Role-Playing Game,...
Previous work in Game Studies has centered on several loci of investigation in seeking to understand...
This thesis explores economic aspects of virtual worlds by focusing on a specific massively multipla...
The rapid growth of online games enables firms to charge players for virtual goods they sell for use...
The aim of this work is to contribute to the believability of the simulated emotions for virtual ent...