An odyssey into virtual worlds: exploring the impacts of technological and spatial environments on intention to purchase virtual products

A Animesh, A Pinsonneault, SB Yang, W Oh - MIS quarterly, 2011 - JSTOR
Although research on three-dimensional virtual environments abounds, little is known about
the social and business aspects of virtual worlds. Given the emergence of large-scale social …

[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 …

[图书][B] Understanding video games: The essential introduction

S Egenfeldt-Nielsen, JH Smith, SP Tosca - 2019 - taylorfrancis.com
From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game
studies into the next decade of the twenty-first century, highlighting changes in the area …

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 …

The impact of third places on community quality of life

LW Jeffres, CC Bracken, G Jian, MF Casey - Applied research in quality of …, 2009 - Springer
Older cities struggling with issues of survival focus on jobs and the economy, but competition
requires all cities to pay attention to the quality of life that attracts residents. Creating such an …

More than just 'XP': learning social skills in massively multiplayer online games

N Ducheneaut, RJ Moore - Interactive technology and smart …, 2005 - emerald.com
Massively Multiplayer Online Role Playing Games (MMORPGs) have become complex
social worlds. As such, playing these games requires more than accomplishing simple …

“Third places” and social interaction in deprived neighbourhoods in Great Britain

P Hickman - Journal of Housing and the Built Environment, 2013 - Springer
This paper explores social interaction in local 'public'social spaces such as local shops,
pubs, cafés, and community centres in deprived neighbourhoods. More specifically, it …

Cognition and literacy in massively multiplayer online games

CA Steinkuehler - Handbook of research on new literacies, 2014 - api.taylorfrancis.com
“Reading” competence is at risk, or so reports (in the United States at least) from the
National Endowment from the Humanities (NEA, 2004), popular press, and news reports …

How great and how good?: Third places, neighbor interaction, and cohesion in the neighborhood context

SA Williams, JR Hipp - Social science research, 2019 - Elsevier
Abstract Though Ray Oldenburg's (1989) notion of “third places”, or places conducive to
sociality outside of the realms of home and work, has received both scholarly and popular …

A model of cognitive loads in massively multiplayer online role playing games

CS Ang, P Zaphiris, S Mahmood - Interacting with computers, 2007 - Elsevier
Being one of the most commercially successful entertainment software applications,
massively multiplayer online role playing games (MMORPGs) continue to expand in term of …