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Online worlds

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Cover of 'Online worlds'

Table of Contents

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    Book Overview
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    Chapter 1 Introduction
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    Chapter 2 New World View
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    Chapter 3 Culture and Creativity: World of Warcraft Modding in China and the US
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    Chapter 4 The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds
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    Chapter 5 Science, Technology, and Reality in The Matrix Online and Tabula Rasa
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    Chapter 6 Spore: Assessment of the Science in an Evolution-Oriented Game
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    Chapter 7 Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching, and Learning with Virtual Worlds
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    Chapter 8 A Virtual Mars
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    Chapter 9 Opening the Metaverse
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    Chapter 10 A Typology of Ethnographic Scales for Virtual Worlds
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    Chapter 11 Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls
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    Chapter 12 Examining Player Anger in World of Warcraft
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    Chapter 13 Dude Looks like a Lady: Gender Swapping in an Online Game
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    Chapter 14 Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners
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    Chapter 15 Speaking in Character: Voice Communication in Virtual Worlds
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    Chapter 16 What People Talk About in Virtual Worlds
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    Chapter 17 Changing the Rules: Social Architectures in Virtual Worlds
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    Chapter 18 Game-Based Virtual Worlds as Decentralized Virtual Activity Systems
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    Chapter 19 When Virtual Worlds Expand
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    Chapter 20 Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games
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    Chapter 21 Virtual Worlds for Virtual Organizing
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    Chapter 22 Future Evolution of Virtual Worlds as Communication Environments
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    Chapter 23 The Future of Virtual Worlds
Overall attention for this book and its chapters
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (94th percentile)
  • High Attention Score compared to outputs of the same age and source (95th percentile)

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