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Avatars at Work and Play

Collaboration and Interaction in Shared Virtual Environments

Ralph Schroeder Ann-Sofie Axelsson

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Hardback

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English
Springer-Verlag New York Inc.
06 February 2006
Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

Edited by:   ,
Imprint:   Springer-Verlag New York Inc.
Country of Publication:   United States
Edition:   2006 ed.
Volume:   34
Dimensions:   Height: 235mm,  Width: 155mm,  Spine: 17mm
Weight:   1.720kg
ISBN:   9781402038839
ISBN 10:   1402038836
Series:   Computer Supported Cooperative Work
Pages:   278
Publication Date:  
Audience:   Professional and scholarly ,  Undergraduate
Format:   Hardback
Publisher's Status:   Active
Transformed Social Interaction: Exploring the Digital Plasticity of Avatars.- Selective Fidelity: Investigating Priorities for the Creation of Expressive Avatars.- Analysis and Visualization of Social Diffusion Patterns in Three-Dimensional Virtual Worlds.- Collaborative Virtual Environments for Scientific Collaboration: Technical and Organizational Design Frameworks.- Analyzing Fragments of Collaboration in Distributed Immersive Virtual Environments.- The Impact of Display System and Embodiment on Closely Coupled Collaboration Between Remote Users.- The Good Inequality: Supporting Group-Work in Shared Virtual Environments.- Consequences of Playing Violent Video Games in Immersive Virtual Environments.- The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage.- Questing for Knowledge—Virtual Worlds as Dynamic Processes of Social Interaction.- Play and Sociability in There: Some Lessons from Online Games for Collaborative Virtual Environments.- Digital Dystopia: Player Control and Strategic Innovation in the Sims Online.

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