Citizens versus the internet: Confronting digital challenges with cognitive tools

A Kozyreva, S Lewandowsky… - … Science in the Public …, 2020 - journals.sagepub.com
The Internet has evolved into a ubiquitous and indispensable digital environment in which
people communicate, seek information, and make decisions. Despite offering various …

The scientific research potential of virtual worlds

WS Bainbridge - science, 2007 - science.org
Online virtual worlds, electronic environments where people can work and interact in a
somewhat realistic manner, have great potential as sites for research in the social …

Internet addiction in adolescents: Prevalence and risk factors

DJ Kuss, AJ Van Rooij, GW Shorter, MD Griffiths… - Computers in Human …, 2013 - Elsevier
As new media are becoming daily fare, Internet addiction appears as a potential problem in
adolescents. From the reported negative consequences, it appears that Internet addiction …

[图书][B] A casual revolution: Reinventing video games and their players

J Juul - 2012 - books.google.com
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding
the audience for video games. We used to think that video games were mostly for young …

[图书][B] Games of empire: Global capitalism and video games

N Dyer-Witheford, G De Peuter - 2009 - books.google.com
In the first decade of the twenty-first century, video games are an integral part of global
media culture, rivaling Hollywood in revenue and influence. No longer confined to a …

[图书][B] Coming of age in Second Life: An anthropologist explores the virtually human

T Boellstorff - 2015 - degruyter.com
Millions of people around the world today spend portions of their lives in online virtual
worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life …

Where everybody knows your (screen) name: Online games as “third places”

CA Steinkuehler, D Williams - Journal of computer-mediated …, 2006 - academic.oup.com
This article examines the form and function of massively multiplayer online games (MMOs)
in terms of social engagement. Combining conclusions from media effects research …

From tree house to barracks: The social life of guilds in World of Warcraft

D Williams, N Ducheneaut, L Xiong… - Games and …, 2006 - journals.sagepub.com
A representative sample of players of a popular massively multiplayer online game (World of
Warcraft) was interviewed to map out the social dynamics of guilds. An initial survey and …

[图书][B] Apocalyptic AI: Visions of heaven in robotics, artificial intelligence, and virtual reality

RM Geraci - 2010 - books.google.com
Apocalyptic AI, the hope that we might one day upload our minds into machines or
cyberspace and live forever, is a surprisingly wide-spread and influential idea, affecting …

[图书][B] Online gaming in context: The social and cultural significance of online games

G Crawford, VK Gosling, B Light - 2013 - api.taylorfrancis.com
There is little question of the social, cultural and economic importance of video games in the
world today, with gaming now rivalling the movie and music sectors as a major leisure …