U Schultze - Journal of Information Technology, 2010 - journals.sagepub.com
The multimodal, 3D-graphlcal communication platforms known as virtual worlds have their historical roots In multi-user domains/dungeons (MUDs) and virtual reality (VR). Given the …
Information Systems (IS) publications that use interviews for data generation tend to provide very little insight into the research process and very few rely on a carefully chosen and well …
F Moustafa, A Steed - Proceedings of the 24th ACM symposium on …, 2018 - dl.acm.org
Now that high-end consumer phones can support immersive virtual reality, we ask whether social virtual reality is a promising medium for supporting distributed groups of users. We …
ABSTRACT Avatar-mediated communication (AMC), commonly used in online environments such as games and the emerging metaverse, is different from traditional computer-mediated …
Organizations seem to be split on their policies governing social networking sites (SNSs) in the workplace. Recent surveys indicate that while many organizations severely restrict or …
O Obodaru - Academy of Management Journal, 2017 - journals.aom.org
Through an inductive, qualitative study, I developed a process model of how people deal with professional identities they have forgone by choice or constraint. I show that, when …
Despite how humans and non-human objects relate in very social ways, the relations between players and their online game avatars are most often examined through …
Little is known about how individuals come to relate to settings in virtual worlds (VWs), which are defined as digital environments in which individuals, groups, and even organizations …
The use of virtual worlds as an emerging technology is already having a significant impact on business to consumer commerce and on corporate Internet retailing strategies. This …