Indices1
Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms

Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms

Nelson Zagalo (University of Minho, Portugal), Leonel Morgado (University of Trás-os-Montes e Alto Douro, Quinta de Prados, Portugal) and Ana Boa-Ventura (The University of Texas at Austin, USA)
Copyright: © 2012 |Pages: 423
ISBN13: 9781609608545|ISBN10: 1609608542|EISBN13: 9781609608552
DOI: 10.4018/978-1-60960-854-5
Cite Book 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. 27 Mar. 2020. 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). Hershey, PA: IGI Global. 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 March 27, 2020. doi:10.4018/978-1-60960-854-5

Export Reference

Mendeley
Favorite Full-Book Download

While 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.

Table of Contents

Reset
Front Materials
Title Page
This content has been removed at the discretion of the publisher and the editors.
Copyright Page
This content has been removed at the discretion of the publisher and the editors.
Editorial Advisory Board
This content has been removed at the discretion of the publisher and the editors.
Foreword
This content has been removed at the discretion of the publisher and the editors.
Preface
This content has been removed at the discretion of the publisher and the editors.
Acknowledgment
This content has been removed at the discretion of the publisher and the editors.
Chapters
Chapter 1
The World Arises  (pages 19-20)
The World Arises
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 the actors of three case studies design, mediate, and remediate their...
User-Driven Content Creation in Second Life A Source of Innovation?: Three Case Studies of Business and Public Service
This content has been removed at the discretion of the publisher and the editors.
Chapter 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, the need to generate them automatically has become more necessary...
Procedural Virtual Worlds
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 explains why and how from an architectural perspective. User...
Collective Building Projects in Second Life: User Motives and Strategies Explained From an Architectural and Ethnographic Perspective
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 Jeremy Owen Turner and Second Front have explored a variety of Second...
The Art and Flux of Telepathy 2.0 in Second Life
This content has been removed at the discretion of the publisher and the editors.
Chapter 2
Our Immersion  (pages 69-69)
Our Immersion
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 innovation. In order to achieve sustainable economic success in the context...
The 3-D Innovation Sphere: Exploring the Use of Second Life for Innovation Communication
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 virtual environments. It is argued that presence, the experience of...
What’s Real?: Presence, Personality and Identity in the Real and Online Virtual World
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 rarely use kinesic communication - although there is, in Second Life...
Verbal and Non-Verbal Communication in Second Life
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 what virtual worlds are, and how to study them, are in flux. For some...
Virtual Worlds and Reception Studies: Comparing Engagings
This content has been removed at the discretion of the publisher and the editors.
Chapter 3
Society Development  (pages 137-137)
Society Development
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 disadvantages of learning in Second Life compared with other...
Students’ Perceptions About Delivery of Game-Based Learning for Virtual Patients in Second Life
This content has been removed at the discretion of the publisher and the editors.
Chapter 10
Gaia Moretti (Libera Università Maria Ss. Assunta, Italy), Eliane Schlemmer (Universidade do Vale do Rio 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 culture such as places where members can learn, work, or simply meet....
Virtual Learning Communities of Practice in Metaverse
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 behind this resistance and the theory’s basic concepts are...
Technological Minimalism versus Second Life: Time for Content Minimalism
This content has been removed at the discretion of the publisher and the editors.
Chapter 4
Built for Fun  (pages 180-180)
Built for Fun
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 expansion of the game world into the physical environment into a...
The Players’ Dimension: From Virtual to Physical
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 Massive Multiplayer Online Role-playing Game (MMORPG) World of...
Structures of Agency in Virtual Worlds: Fictional Worlds and the Shaping of an In-Game Social Conduct
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 poll use characters to experiment social life and build identities by...
Is there a Virtual Socialization by Acting Virtual Identities?: Case Study: The Sims®
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 providing, in a world full of challenges, more than adventures and...
The Epistemological Character of Puzzles in the Metaverse
This content has been removed at the discretion of the publisher and the editors.
Chapter 5
Sustenance  (pages 233-233)
Sustenance
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 general developments in other neurosciences that inform the practice...
Virtual Simulations and the Second Life Metaverse: Paradigm Shift in Neuropsychological Assessment
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 body of experience and supporting evidence on the benefits of...
Virtual Worlds and Health: Healthcare Delivery and Simulation Opportunities
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 substances covered are tobacco, alcohol, and illegal drugs. By...
Virtual Worlds and Behavioral Change: Overcoming Time/ Space Constraints and Exploring Anonymity to Overcome Social Stigma in the case of Substance Abuse
This content has been removed at the discretion of the publisher and the editors.
Chapter 6
Life Happens  (pages 287-287)
Life Happens
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 two-sided methodological problem. We had to theorize the virtual and...
Finding Liquid Salvation: Using the Cardean Ethnographic Method to Document Second Life Residents and Religious Cloud Communities
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 worlds, the authors conducted an explorative small-scale, in-depth...
Second Life, Second Morality?
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 there. We investigate the notions of belonging and community in 3D...
Virtual World Professionals and the Interloper Effect in 3D Virtual Worlds
This content has been removed at the discretion of the publisher and the editors.
Chapter 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 semi-structured interviews conducted online, we have analyzed how...
One Self to Rule Them All: A Critical Discourse Analysis of French-Speaking Players’ Identity Construction in World of Warcraft
This content has been removed at the discretion of the publisher and the editors.
Back Materials
Compilation of References
This content has been removed at the discretion of the publisher and the editors.
About the Contributors
This content has been removed at the discretion of the publisher and the editors.
Index
This content has been removed at the discretion of the publisher and the editors.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.