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Avatars at Work and Play : Collaboration and Interaction in Shared Virtual Environments
Overview of attention for book
Table of Contents
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Book Overview
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Chapter 1
Transformed Social Interaction: Exploring the Digital Plasticity of Avatars
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Chapter 2
Selective Fidelity: Investigating Priorities for the Creation of Expressive Avatars
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Chapter 3
Analysis and Visualization of Social Diffusion Patterns in Three-Dimensional Virtual Worlds
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Chapter 4
Collaborative Virtual Environments for Scientific Collaboration: Technical and Organizational Design Frameworks
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Chapter 5
Analyzing Fragments of Collaboration in Distributed Immersive Virtual Environments
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Chapter 6
The Impact of Display System and Embodiment on Closely Coupled Collaboration Between Remote Users
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Chapter 7
The Good Inequality: Supporting Group-Work in Shared Virtual Environments
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Chapter 8
Consequences of Playing Violent Video Games in Immersive Virtual Environments
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Chapter 9
The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage
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Chapter 10
Questing for Knowledge—Virtual Worlds as Dynamic Processes of Social Interaction
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Chapter 11
Play and Sociability in There: Some Lessons from Online Games for Collaborative Virtual Environments
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Chapter 12
Digital Dystopia: Player Control and Strategic Innovation in the Sims Online
Overall attention for this book and its chapters
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Mentioned by
twitter
1
X user
syllabi
2
institutions with syllabi
wikipedia
4
Wikipedia pages
Citations
dimensions_citation
46
Dimensions
Readers on
mendeley
55
Mendeley
Book overview
1. Transformed Social Interaction: Exploring the Digital Plasticity of Avatars
2. Selective Fidelity: Investigating Priorities for the Creation of Expressive Avatars
3. Analysis and Visualization of Social Diffusion Patterns in Three-Dimensional Virtual Worlds
4. Collaborative Virtual Environments for Scientific Collaboration: Technical and Organizational Design Frameworks
5. Analyzing Fragments of Collaboration in Distributed Immersive Virtual Environments
6. The Impact of Display System and Embodiment on Closely Coupled Collaboration Between Remote Users
7. The Good Inequality: Supporting Group-Work in Shared Virtual Environments
8. Consequences of Playing Violent Video Games in Immersive Virtual Environments
9. The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage
10. Questing for Knowledge—Virtual Worlds as Dynamic Processes of Social Interaction
11. Play and Sociability in There: Some Lessons from Online Games for Collaborative Virtual Environments
12. Digital Dystopia: Player Control and Strategic Innovation in the Sims Online
Summary
X
Syllabi
Wikipedia
Dimensions citations
This data is correct as of December 2015 - for more up to date information, please visit
https://opensyllabus.org/
So far, Altmetric has seen this research output assigned in
3
syllabi from
2
institutions on Open Syllabus Project.
Institution
Syllabi count
Course subject areas covered
Stanford University
2
Education
Unknown
1
Business, Engineering, Biology, History, Law