TY - BOOK AU - Bainbridge,William Sims TI - Online worlds: convergence of the real and the virtual T2 - Human-computer interaction series SN - 9781848828247 (pbk.) : AV - QA76.9.H85 O51 PY - 2010/// CY - London, New York PB - Springer KW - Human-computer interaction KW - Virtual reality KW - Shared virtual environments. KW - Augmented reality N1 - Includes bibliographical references and index; Introduction -- New World View -- Culture and Creativity: World of Warcraft Modding in China and the US -- The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games -- Science, Technology, and Reality in The Matrix Online and Tabula Rasa -- Spore: Assessment of the Science in an Evolution-Oriented Game -- Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching and Learning with Virtual Worlds -- A Virtual Mars -- Opening the Metaverse -- A Typology of Ethnographic Scales for Virtual Worlds -- Massively Multiplayer Anger in World of Warcraft -- Dude Looks like a Lady: Gender Swapping in an Online Game -- Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners -- Speaking in Character: Voice Communication in Virtual Worlds -- What People Talk About in Virtual Worlds -- Changing the Rules: Social Architectures in Virtual Worlds -- Game-Based Virtual Worlds as Decentralized Virtual Activity Systems -- When Virtual Worlds Expand -- Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games -- Virtual Worlds for Virtual Organizing -- Future Evolution of Virtual Worlds as Communication Environments -- The Future of Virtual Worlds N2 - Virtual worlds are on the rise, and they involve more than just playing games. This book examines the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that make them so popular ER -