Item Details

Social Interactions in Virtual Worlds: An Interdisciplinary Perspective

edited by Kiran Lakkaraju (Sandia National Laboratories, New Mexico), Gita Sukthankar (University of Central Florida), Rolf T. Wigand (Arizona State University and University of Arkansas)
Format
Book
Published
Cambridge, United Kingdom : Cambridge University Press, 2018.
Language
English
ISBN
9781107128828, 110712882X
Summary
"Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian."--
Contents
  • Part I. Individual behaviors and dyadic relationships
  • Part II. Groups, norms, leadership, and virtual organizations
  • Part III. Understanding culture with games
  • Part IV. Techniques for analyzing game data.
Description
xii, 416 pages, 4 pages of unnumbered plates : illustrations (some color) ; 24 cm
Notes
Includes bibliographical references.
Technical Details
  • Access in Virgo Classic

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    a| xii, 416 pages, 4 pages of unnumbered plates : b| illustrations (some color) ; c| 24 cm
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    a| text b| txt 2| rdacontent
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    a| Part I. Individual behaviors and dyadic relationships -- Part II. Groups, norms, leadership, and virtual organizations -- Part III. Understanding culture with games -- Part IV. Techniques for analyzing game data.
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    a| "Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian."-- c| Amazon.com.
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    a| Internet games x| Social aspects.
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    a| Virtual reality x| Social aspects.
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    a| Sukthankar, Gita, e| editor.
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