Virtual Worlds and Metaverse Platforms: New Communication and Identity ParadigmsRelease Date: July, 2011. Copyright © 2012. 423 pages.
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In Stock. Have it as soon as May. 24 with express shipping*. DOI: 10.4018/978-1-60960-854-5, ISBN13: 9781609608545, ISBN10: 1609608542, EISBN13: 9781609608552 Cite Book
MLA
Zagalo, Nelson, Leonel Morgado and Ana Boa-Ventura. "Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms." IGI Global, 2012. 1-423. Web. 21 May. 2013. doi:10.4018/978-1-60960-854-5
APA
Zagalo, N., Morgado, L., & Boa-Ventura, A. (2012). Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms (pp. 1-423). doi:10.4018/978-1-60960-854-5
Chicago
Zagalo, Nelson, Leonel Morgado and Ana Boa-Ventura. "Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms." 1-423 (2012), accessed May 21, 2013. doi:10.4018/978-1-60960-854-5
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 Favorite  | | TopDescriptionWhile metaverse platforms are no longer a novel topic, they still pose challenges for the adaption of conventional research methodologies and communication practices. Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms presents foundational research, models, case studies and research results that researchers and scholars can port to their own environments to evolve their own research processes and studies. The chapters cover scenarios of intellectual disciplines and technological endeavors in which metaverse platforms are currently being used and will be used, including: computation, human-computer interaction, design, media and communication, anthropology, sociology, psychology, education, philosophy, theology, arts, and aesthetics. TopTable of Contents and List of Contributors
Search this Book:
Reset | 1. |
Sisse Siggaard Jensen (Roskilde University, Denmark)
In this chapter, Second Life is conceived as an open space and symbolic world of user-driven co-creation of content. The questions asked concern the ways in which th...
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| 2. |
Nuno Rodrigues (Polytechnic Institute of Leiria, Portugal), Luís Magalhães (University of Trás-os-Montes e Alto Douro, Portugal), João Paulo Moura (University of Trás-os-Montes e Alto Douro, Portugal), Alan Chalmers (University of Warwick, United Kingdom), Filipe Santos (Polytechnic Institute of Leiria, Portugal), Leonel Morgado (University of Trás-os-Montes e Alto Douro, Portugal)
With the increasing demand for more complex and larger models in different fields, such as the design of virtual worlds, video games, and computer animated movies, t...
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| 3. |
Bjarke Liboriussen (Copenhagen Business School, Denmark)
Users of “Second Life” invest considerable amounts of time, money, and creativity in collective building projects. Informed by a 14-month ethnography, this chapter e...
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| 4. |
Jacquelene Drinkall (University of New South Wales, Australia)
This chapter looks at contemporary art practice in Virtual Worlds, and the effervescence of new technologically mediated telepathies. Avatar Performance Art by Jerem...
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| 5. |
Katrin Tobies (University of Leipzig, Germany), Bettina Maisch (University of St.Gallen, Switzerland)
This chapter will explore the 3-D environment Second Life as a communication platform used by industry and science to create, design, develop, and distribute innovat...
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| 6. |
Benjamin Gregor Aas (University of Amsterdam, The Netherlands)
To understand virtual realities and the effect on its users, empirical research into a variety of social and psychological domains has to be conducted in online virt...
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| 7. |
Sara Pita (Universidade de Aveiro, Portugal), Luís Pedro (Universidade de Aveiro, Portugal)
This chapter will explain how this study was conducted, as well as the results and the conclusions drawn from it. After the data analysis we concluded that avatars r...
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| 8. |
CarrieLynn D. Reinhard (Roskilde University, Denmark)
Across the various fields, discourse communities, and paradigms studying virtual worlds, there are disagreements about the object of their studies. The nature of wha...
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| 9. |
M. Toro-Troconis (Imperial College London, UK), NJ Roberts (Imperial College London, UK), SF Smith (Imperial College London, UK), MR Partridge (Imperial College London, UK)
Two groups of undergraduate medical students (Yr 3, n=14) were invited to participate. The research question posed was: “In your opinion what are the advantages and...
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| 10. |
Gaia Moretti (Libera Università Maria Ss. Assunta, Italy), Eliane Schlemmer (Universidade do Vale dos Rios dos Sinos, Brazil)
Characteristic of the contemporaneous age, and taking advantage of the diffusion of digital technologies, virtual communities are diffusing in the organization’s cul...
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| 11. |
Joao Mattar (Universidade Anhembi Morumbi, Brasil)
This chapter addresses a certain resistance against the use of Second Life in education, which is based on the theory of technological minimalism. The main arguments...
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| 12. |
Michael Nitsche (Georgia Institute of Technology, USA)
This chapter outlines three positions in the development of game spaces from the ideal of the perfect mindspace to the commercial reality of virtual worlds to the ex...
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| 13. |
Thiago Falcão (Federal University of Bahia, Brazil)
In this chapter we inquire about the role that the narrative acquires in the production of meaning resulting from the contact between players and environment, in the...
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| 14. |
Pascaline Lorentz (University of Strasbourg, France)
This chapter relies on a sociological doctoral research led in France, in Russia, and in United Arab Emirates. Results of the survey tell us how most gamers of the p...
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| 15. |
Luís Carlos Petry (Pontifícia Universidade Católica de São, Brazil), Cristiano Natal Tonéis (Faculdades Metropolitanas Unidas de São Paulo, Brazil)
This chapter discusses cognitive abilities that can be developed by means of the metaverse. We are concerned with developing virtual environments capable of providin...
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| 16. |
Thomas D. Parsons (University of Southern California, USA)
In neuropsychology’s received paradigm, the “normal science” of assessment and treatment planning appears to be approaching a paradigm shift: first, there are the ge...
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| 17. |
David Holloway (Metaverse Journal, Australia)
With decades of experience in simulation, the health professions are comparatively well versed in virtual environments for training. More broadly, there is a growing...
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| 18. |
Ana Boa-Ventura (University of Texas at Austin, USA)
This chapter discusses how virtual worlds (VWs) have been and are being used for the prevention and treatment of addictive behaviors related to substance abuse. The...
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| 19. |
Gregory Price Grieve (University of North Carolina at Greensboro, USA), Kevin Heston (Wake Forest University, USA)
The Cardean Ethnographic Method was developed between 2007 and 2010 to study religious communities in the virtual world of Second Life. In our research, we faced a t...
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| 20. |
Katleen Gabriels (Vrije Universiteit Brussel, Belgium), Joke Bauwens (Vrije Universiteit Brussel, Belgium), Karl Verstrynge (Vrije Universiteit Brussel, Belgium)
This study is an examination of in-world morality of frequent residents of Second Life. Given the lack of systematic research on morality in non-gaming virtual world...
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| 21. |
Victoria McArthur (York University, Canada)
In this chapter we discuss virtual world professionals: real world employees deployed in virtual worlds for the purpose of representing a company or organization the...
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| 22. |
Omar V. Rosas (University of Twente, The Netherlands & University of Namur, Belgium), Grégory Dhen (Catholic University of Louvain, Belgium)
This chapter provides a critical discourse analysis of French-speaking players’ personal and collective identity construction in World of Warcraft. Based on sixteen...
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TopReviews and Testimonials
"What matters is we're inventing new ways to come together to share, create, and debate. It's thrilling. It's terrifying. And it continues to touch us in new ways."
– Rodney GibbsAustin, Texas November 28, 2010
TopTopics Covered- Affective Responses
- Collaboration
- Communication Design
- Digital Identity
- Educational Objects
- Entertainment and Playing
- Simulation and Substitution
- Technology and Arts
- User-Created Content
- Virtual Space and Digital Representation
TopPrefaceThe
metaverse is emerging, through the increasing use of virtual world technologies
that act as platforms for end-users to create, develop, and interact, expanding
the realm of human communication, interaction, and creativity. Not only
researchers and scholars are experiencing the importance of this new field, but
also industry is strongly investing in these domains, and – more important than
that – society is responding with huge impacts and transformations. This
book presents texts whose focus is the scientific research on uses, effects,
developments, and applications of various metaverse platforms, such as Second
Life, Open Croquet, World of Warcraft, and others, providing a forum for the
research community to present and discuss innovative approaches. Whereas
metaverse platforms are no longer a novel topic, they still pose challenges for
the adaption of conventional research methodologies and communication practices
with topics as: digital identity, collaboration, entertainment and playing,
affective responses, educational objects, communication design, virtual space
and digital representation, simulation and substitution, technology, and arts.
The book’s chapters present foundational research, models, case studies, and
research results that researchers and scholars can port to their own
environments to evolve their own research processes and studies. The chapters
cover scenarios of intellectual disciplines and technological endeavors in
which metaverse platforms are currently being used and will be used:
computation, human-computer interaction, design, media and communication,
anthropology, sociology, psychology, education, philosophy, theology, arts, and
aesthetics. The
drive for creating this book originated from our practice of teaching and
researching in this domain; reading material and in-depth research knowledge
are still lacking, albeit growing in numbers and quality, but often locked into
specific fields. We believe that novel platforms require researchers and
practitioners to acquire broad perspectives of their use and potential across
diverse fields of human knowledge, in order to support their own activities and
inspiration. For this
purpose we initiated the SLACTIONS conference series, organizing SLACTIONS 2009
and supporting the organization of SLACTIONS 2010. We are also establishing a
steering committee to support the worldwide organization of SLACTIONS 2011 and
future events. These conferences have been extremely rewarding moments of
cross-pollination of ideas between diverse fields of knowledge, with
researchers from diverse fields presenting and discussing multiple
perspectives, viewpoints, and approaches to the use, analysis, and development
of metaverse platforms and their use. The
present book comes as a common base resulting from this multidisciplinary
research effort. It aims to provide a reference guide for researchers and
scholars, but also for practitioners, such as educators, artists, business
professionals, communication professionals, and organizations looking for
background on how to apply virtual worlds in their research, teaching, and
business strategy: a set of pieces of knowledge with which one can open up new
horizons to be creative. The
chapters, albeit diverse, form a structured encompassing view of the field.
When reviewing and editing submissions, we took care to consider the overall
structure of the book and how each chapter would contribute to the overall
book. Hence, we follow a pathway style through the field, divided in to six
sections: 1.
The
World Arises: creating content 2.
Our
Immersion: entering the metaverse 3.
Society
Development: people, not person 4.
Built
for fun: playing in the metaverse 5.
Sustenance:
virtual health care 6.
Life happens:
religion, morality, and ethics In
section 1, about content creation, we present different views on how to create
actual virtual content. Opening it, we present the most hard to manage
perspective: user-created content and the richness of approaches and
possibilities it brings – but also its challenges. Since this viewpoint is
known to social and educational scientists, we complement it with a viewpoint
well-known to computer scientists, but little known in other fields, and
critical for massive spaces: automated, procedural generation of content. Then
we expand both views by bringing in the matter of co-creation, a foremost issue
in virtual worlds, where content can go beyond an individual’s artifact into
collecting creation. Finally, content creation in virtual platforms can support
novel forms of artistic expression and reflection. We close this section with a
provocative and inspiring view on how these platforms can be the heartland of
different artistic approaches. Content
alone doesn’t make a virtual world of course – at least not one warranting its
consideration as a vibrant part of the metaverse. So chapter 2 deals with how
people engage with these media, platform, or realms, and discover their new
bearings. The section opens with a view on the communication affordances of
virtual worlds and how they are being approached. Then we focus on the critical
topic of avatars, and how they place a novel issue in terms of human-computer
interaction: the identification of the avatar as an extension of one’s persona
and the role of this in the experience of using virtual worlds. We then
conclude with two chapters that tackle a central detail whose impact is central
to the experience: how verbal and non-verbal communication are used in worlds
where three-dimensional space and embodiment are basic features, and how this
affects the nature of person-to-person communication. With the
third section, about the development or emergence of societal relations in the metaverse,
we take the reader a step further into these worlds. Now we delve into a
concept more vast than a mere communication tool within a space, encompassing
the notion that these worlds develop societies with their own rules,
organization, and characteristics. We start from outside the metaverse, analyzing
students’ attitudes to the use of these platforms, to provide insights on how
their deployment must indeed consider social dynamics; then we present a view
from the inside, looking into the development of communities that leverage the
new platform and its possibilities. Finally, we take a step back and consider
how these two realities are aligned or confront current perspectives – in this
case, for the field of education, an area where many practitioners and
researchers have embraced the metaverse wholeheartedly. The
second half of the book stands on the perspectives and examples of the first
half, and presents specific cases as food for thought. The
fourth section presents the entertainment perspective, with chapters that
provide complementary perspectives: starting with the possibility of expanding
both reality and virtuality into novel entertainment varieties, and concluding
with a chapter on how virtual games may open up paths to creative thinking, a
concept based on classical culture. Between them, two bridging chapters provide
key perspectives on the role and development of narratives and their relation
to user behavior in multi-user virtual world games, and on how aspects of
social relationship may develop between the human and the virtual personas. In the
fifth section, the relationship between the virtual and the physical worlds are
explored via a subject with a strong impact in everyday lives: health. We
initiate this with a chapter on the potential of virtual worlds for
neuropsychological assessment, which may drive the reader to consider how
important a role metaverse platforms may play in the near future. Then we take
a broader perspective on the potential for development of health professionals,
and conclude with another example from the field, describing a virtual world’s
use to complement physical-world interventions in public health. To
conclude this pathway through which we (and the authors of all chapters) have
been conducting the reader, we provide reflections on broader ideas: how does a
virtual platform support a non-physical concept such as religion, whether
morality and ethics are impacted or challenged by new means of social
interaction, how professional users ponder their identity towards others via
the embodiment of an avatar and its appearance, and – lastly, which is also the
first dilemma – how our identities are constructed and perceived, through
factual analysis of discourse and data. So, we
start from the basic building blocks of the metaverse, and conclude with issues
which are present wherever humanity dwells. And this connection between the new
virtuality and the ever-existing one is in itself also a concluding tenet from
this book. Leonel Morgado Nelson Zagalo Ana Boa-Ventura TopAuthor(s)/Editor(s) BiographyNelson Zagalo is Assistant Professor at the University of Minho (UM). He got his PhD in Communication Technology from the University of Aveiro about new interaction paradigms in virtual environments. He is member of the board of directors of the Master of Technology and Digital Art at UM and of the Center for Communication and Society Studies. He co-chairs the research group EngageLab at Computer Graphics Center and chairs the Portuguese Society of Videogame Sciences. He has more than forty peer-reviewed publications in the fields of film, videogames, interactive storytelling, and emotion and has chaired the Digital Games 2008 – National Research Conference; the SLACTIONS 2009 International Conference: Life, imagination, and work using metaverse platforms; and the ICIDS2009 - 2nd International Conference on Interactive Digital Storytelling. Nelson is the author of the book "Interactive Emotions, from Film to Videogames" (2009). Leonel Morgado is an Assistant Professor at the University of Trás-os-Montes e Alto Douro, in Portugal, where he lectures on programming and the use of virtual worlds. His main research interest is the use of virtual worlds as tools for learning and business. Before pursuing an academic career, he was terminologist for a MS Office 97 localization team, a manager of Web-development and software-deployment teams, a business technical manager, and a programmer. Ana Boa-Ventura is a researcher at the University of Texas at Austin. She has managed several international projects aiming at the design and promotion of virtual professional collaboration. Boa-Ventura has worked with digital storytelling (DST) in various contexts of practice research in the metaverse. Her research on virtual communities for tobacco cessation intersects with storytelling to the extent that stories are at the basis of community and trust building. Boa-Ventura designed two interactive platforms for the Portuguese Ministry of Health: for the promotion of breast-feeding and of tobacco cessation. In Portugal, she co-founded Media Shots, a Portuguese organization that works with corporations in the design and implementation of innovative programs in the area of corporate social responsibility (CSR). These include strategic and community–oriented digital storytelling, as well as other social media driven solutions to leverage social intervention by ONGs and corporations in a time of recession. TopEditorial Board• Alan Craig Institute for Computing in Humanities, Arts, and Social Science &National Center for Supercomputing Applications, USA • Graham Attwell Institute for Employment Research, University of Warwick, UK • Craig Becker IBM Corporation, USA • Isabel Valverde Visualization and Intelligent Multimodal Interfaces Group, Technical University of Lisbon, Portugal • João Mattar Universidade Anhembi Morumbi, Brasil • Julian Lombardi Duke University (Department of Computer Science), USA • Lisa Nakamura University of Illinois, USA
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