Online Worlds: Convergence of the Real and the Virtual

Editors:

ISBN: 978-1-84882-824-7 (Print) 978-1-84882-825-4 (Online)

Table of contents (23 chapters)

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  1. Front Matter

    Pages i-vii

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    Book Chapter

    Pages 1-6

    Introduction

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    Book Chapter

    Pages 7-19

    New World View

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    Pages 21-41

    Culture and Creativity: World of Warcraft Modding in China and the US

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    Pages 43-56

    The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds

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    Pages 57-70

    Science, Technology, and Reality in The Matrix Online and Tabula Rasa

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    Pages 71-85

    Spore: Assessment of the Science in an Evolution-Oriented Game

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    Book Chapter

    Pages 87-100

    Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching, and Learning with Virtual Worlds

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    Pages 101-109

    A Virtual Mars

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    Pages 111-122

    Opening the Metaverse

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    Pages 123-133

    A Typology of Ethnographic Scales for Virtual Worlds

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    Book Chapter

    Pages 135-145

    Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls

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    Book Chapter

    Pages 147-160

    Examining Player Anger in World of Warcraft

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    Book Chapter

    Pages 161-174

    Dude Looks like a Lady: Gender Swapping in an Online Game

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    Pages 175-186

    Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners

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    Book Chapter

    Pages 187-200

    Speaking in Character: Voice Communication in Virtual Worlds

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    Pages 201-212

    What People Talk About in Virtual Worlds

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    Pages 213-223

    Changing the Rules: Social Architectures in Virtual Worlds

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    Book Chapter

    Pages 225-235

    Game-Based Virtual Worlds as Decentralized Virtual Activity Systems

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    Book Chapter

    Pages 237-251

    When Virtual Worlds Expand

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    Book Chapter

    Pages 253-264

    Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games

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