This thesis focuses on avatar-mediated communication in a digital space called World of Warcraft, a "massively multiplayer online role-playing game" (often referred to as "MMORPG"). If we consider digital spaces in the light of the interactions that take place there, it appears that one of their particularities is the disappearance of the interactant's physical body (and its extensions, such as voice or postures) in favour of a digital body: the avatar. This substitution could be problematic since the physical body is an essential source of information for defining the situation that allows for a smooth interaction. However, previous research shows that individuals are still able to form groups or even sustain them. Thus, we were led to ask...
The object of this research is to study the antecedents of the intention of the consumer of MMO/MMOR...
MMORPG, Massively Multiplayer Online Role Playing Games, appeared late 90s. Based on strategy games ...
Cet article s’inscrit dans les réflexions sur la possibilité d’une exploration ethnographique...
This thesis focuses on avatar-mediated communication in a digital space called World of Warcraft, a ...
Cette thèse porte sur la communication médiatée par des avatars dans un espace numérique le « jeu de...
International audienceThis article focuses on theoretical issues new communicational terms offered b...
In Massively Multiplayer Online Role Playing Games (MMORPG) you act and react on other players avata...
This institutional research was conducted with one main purpose : identify the building mecanisms of...
The significance of technology and technological devices in the modern western society is steadily e...
L'enjeu de cette thèse est d'aborder les divers types d'interactions sociales qui se créent entre le...
Most networked virtual communities, such as MUDs (Multi-User Domains), where people meet in a virtua...
International audienceThis article aims to discuss the notion of “balance” in immersive environments...
An avatar is a gamer’s/participant’s virtual representation and manifestation in a 3D virtual world ...
The use of avatars in shared virtual spaces provides a useful vehicle with which people can present ...
International audienceVideogame interactions show a rather complex participation framework: players ...
The object of this research is to study the antecedents of the intention of the consumer of MMO/MMOR...
MMORPG, Massively Multiplayer Online Role Playing Games, appeared late 90s. Based on strategy games ...
Cet article s’inscrit dans les réflexions sur la possibilité d’une exploration ethnographique...
This thesis focuses on avatar-mediated communication in a digital space called World of Warcraft, a ...
Cette thèse porte sur la communication médiatée par des avatars dans un espace numérique le « jeu de...
International audienceThis article focuses on theoretical issues new communicational terms offered b...
In Massively Multiplayer Online Role Playing Games (MMORPG) you act and react on other players avata...
This institutional research was conducted with one main purpose : identify the building mecanisms of...
The significance of technology and technological devices in the modern western society is steadily e...
L'enjeu de cette thèse est d'aborder les divers types d'interactions sociales qui se créent entre le...
Most networked virtual communities, such as MUDs (Multi-User Domains), where people meet in a virtua...
International audienceThis article aims to discuss the notion of “balance” in immersive environments...
An avatar is a gamer’s/participant’s virtual representation and manifestation in a 3D virtual world ...
The use of avatars in shared virtual spaces provides a useful vehicle with which people can present ...
International audienceVideogame interactions show a rather complex participation framework: players ...
The object of this research is to study the antecedents of the intention of the consumer of MMO/MMOR...
MMORPG, Massively Multiplayer Online Role Playing Games, appeared late 90s. Based on strategy games ...
Cet article s’inscrit dans les réflexions sur la possibilité d’une exploration ethnographique...