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Is there a Virtual Socialization by Acting Virtual Identities?: Case Study: The Sims®

Is there a Virtual Socialization by Acting Virtual Identities?: Case Study: The Sims®

Pascaline Lorentz
ISBN13: 9781609608545|ISBN10: 1609608542|EISBN13: 9781609608552
DOI: 10.4018/978-1-60960-854-5.ch014
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MLA

Lorentz, Pascaline. "Is there a Virtual Socialization by Acting Virtual Identities?: Case Study: The Sims®." Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms, edited by Nelson Zagalo, et al., IGI Global, 2012, pp. 206-218. https://doi.org/10.4018/978-1-60960-854-5.ch014

APA

Lorentz, P. (2012). Is there a Virtual Socialization by Acting Virtual Identities?: Case Study: The Sims®. In N. Zagalo, L. Morgado, & A. Boa-Ventura (Eds.), Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms (pp. 206-218). IGI Global. https://doi.org/10.4018/978-1-60960-854-5.ch014

Chicago

Lorentz, Pascaline. "Is there a Virtual Socialization by Acting Virtual Identities?: Case Study: The Sims®." In Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms, edited by Nelson Zagalo, Leonel Morgado, and Ana Boa-Ventura, 206-218. Hershey, PA: IGI Global, 2012. https://doi.org/10.4018/978-1-60960-854-5.ch014

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Abstract

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 confronting their virtual behaviours.

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