Researching Virtual Worlds

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Author :
Publisher : Routledge
ISBN 13 : 1136250514
Total Pages : 197 pages
Book Rating : 4.14/5 ( download)

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Book Synopsis Researching Virtual Worlds by : Louise Phillips

Download or read book Researching Virtual Worlds written by Louise Phillips and published by Routledge. This book was released on 2013-09-11 with total page 197 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents a wide range of methodological strategies that are designed to take into account the complex, emergent, and continually shifting character of virtual worlds. It interrogates how virtual worlds emerge as objects of study through the development and application of various methodological strategies. Virtual worlds are not considered objects that exist as entities with fixed attributes independent of our continuous engagement with them and interpretation of them. Instead, they are conceived of as complex ensembles of technology, humans, symbols, discourses, and economic structures, ensembles that emerge in ongoing practices and specific situations. A broad spectrum of perspectives and methodologies is presented: Actor-Network-Theory and post-Actor-Network-Theory, performativity theory, ethnography, discourse analysis, Sense-Making Methodology, visual ethnography, multi-sited ethnography, and Social Network Analysis.

Researching Virtual Worlds

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Author :
Publisher : Routledge
ISBN 13 : 1136250506
Total Pages : 300 pages
Book Rating : 4.07/5 ( download)

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Book Synopsis Researching Virtual Worlds by : Louise Phillips

Download or read book Researching Virtual Worlds written by Louise Phillips and published by Routledge. This book was released on 2013-09-11 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents a wide range of methodological strategies that are designed to take into account the complex, emergent, and continually shifting character of virtual worlds. It interrogates how virtual worlds emerge as objects of study through the development and application of various methodological strategies. Virtual worlds are not considered objects that exist as entities with fixed attributes independent of our continuous engagement with them and interpretation of them. Instead, they are conceived of as complex ensembles of technology, humans, symbols, discourses, and economic structures, ensembles that emerge in ongoing practices and specific situations. A broad spectrum of perspectives and methodologies is presented: Actor-Network-Theory and post-Actor-Network-Theory, performativity theory, ethnography, discourse analysis, Sense-Making Methodology, visual ethnography, multi-sited ethnography, and Social Network Analysis.

Living Virtually

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Author :
Publisher : Peter Lang
ISBN 13 : 9781433101304
Total Pages : 316 pages
Book Rating : 4.00/5 ( download)

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Book Synopsis Living Virtually by : Don Heider

Download or read book Living Virtually written by Don Heider and published by Peter Lang. This book was released on 2009 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual worlds are most often three dimensional locales, where people create virtual personae (called avatars) who come to play, socialize, and work. This edited collection of groundbreaking research on virtual worlds offers a wide-ranging look at the sociology, politics, and communication practices in virtual worlds from a group of scholars in the United States and abroad.

Researching Learning in Virtual Worlds

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 184996047X
Total Pages : 222 pages
Book Rating : 4.72/5 ( download)

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Book Synopsis Researching Learning in Virtual Worlds by : Anna Peachey

Download or read book Researching Learning in Virtual Worlds written by Anna Peachey and published by Springer Science & Business Media. This book was released on 2010-02-05 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.

Researching Virtual Play Experiences

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Author :
Publisher : Palgrave Macmillan
ISBN 13 : 9783030786960
Total Pages : 0 pages
Book Rating : 4.6X/5 ( download)

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Book Synopsis Researching Virtual Play Experiences by : Chris Bailey

Download or read book Researching Virtual Play Experiences written by Chris Bailey and published by Palgrave Macmillan. This book was released on 2022-10-13 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as ‘rhizomic ethnography’. This ‘hybrid’ text uses both words and images to describe the fieldsite and the methodology, demonstrating how children’s creation of a digital community through Minecraft was shaped by the both the game and their wider social and cultural experiences. Through the exploration of various dimensions of the club, including visual and soundscape data, the author demonstrates the ‘emergent dimension of play’. It will be of interest and value to researchers of children’s play, as well as those who explore visual methods and design multimodal research outputs.

Online Worlds: Convergence of the Real and the Virtual

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Publisher : Springer Science & Business Media
ISBN 13 : 184882825X
Total Pages : 317 pages
Book Rating : 4.54/5 ( download)

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Book Synopsis Online Worlds: Convergence of the Real and the Virtual by : William Sims Bainbridge

Download or read book Online Worlds: Convergence of the Real and the Virtual written by William Sims Bainbridge and published by Springer Science & Business Media. This book was released on 2009-12-08 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments

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Author :
Publisher : IGI Global
ISBN 13 : 1609607635
Total Pages : 404 pages
Book Rating : 4.30/5 ( download)

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Book Synopsis Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments by : Yang, Harrison Hao

Download or read book Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments written by Yang, Harrison Hao and published by IGI Global. This book was released on 2011-07-31 with total page 404 pages. Available in PDF, EPUB and Kindle. Book excerpt: Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments not only presents experienced professionals with the most recent and advanced developments in the field, but it also provides clear and comprehensive information for novice readers. The handbook introduces theoretical aspects of virtual worlds, disseminates cutting-edge research, and presents first-hand practices in virtual world development and use. The balance of research, theory, and applications includes exploration of design innovations, new virtual reality technologies, virtual communities, pedagogical design, and the future of virtual worlds and environments.

Coming of Age in Second Life

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Author :
Publisher : Princeton University Press
ISBN 13 : 0691168342
Total Pages : 348 pages
Book Rating : 4.40/5 ( download)

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Book Synopsis Coming of Age in Second Life by : Tom Boellstorff

Download or read book Coming of Age in Second Life written by Tom Boellstorff and published by Princeton University Press. This book was released on 2015-08-25 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.

Learning in Virtual Worlds: Research and Applications

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Publisher :
ISBN 13 :
Total Pages : pages
Book Rating : 4.27/5 ( download)

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Book Synopsis Learning in Virtual Worlds: Research and Applications by :

Download or read book Learning in Virtual Worlds: Research and Applications written by and published by . This book was released on with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Ethnography and Virtual Worlds

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Author :
Publisher : Princeton University Press
ISBN 13 : 0691264864
Total Pages : 264 pages
Book Rating : 4.68/5 ( download)

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Book Synopsis Ethnography and Virtual Worlds by : Tom Boellstorff

Download or read book Ethnography and Virtual Worlds written by Tom Boellstorff and published by Princeton University Press. This book was released on 2024-08-06 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography