Avatars at Work and Play

Avatars at Work and Play

Author: Ralph Schroeder

Publisher: Springer Science & Business Media

Published: 2006-07-08

Total Pages: 287

ISBN-13: 1402038984

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Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?


Total Engagement

Total Engagement

Author: Byron Reeves

Publisher: Harvard Business Press

Published: 2009-11-03

Total Pages: 286

ISBN-13: 1422155137

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Can the workplace be more productive by including avatars, three-dimensional environments, and participant-driven outcomes? This grounded and thought-provoking book by Byron Reeves and Leighton Read proves that it is not only possible, it is inevitable. Implementing components of multiplayer computer games in the workplace will address a host of age-old problems. Games can not only stem boredom and decrease turnover, but also enhancee collaboration and encourage creative leadership. Games require extraordinary teamwork, elaborate data analysis and strategy, recruitment and retention of top players, and quick decision making. Recreating some elements of games - such as positioning tasks within stories, creating internal economies, and implementing participant-driven communication systems - can not only boost employee engagement but overall productivity. Of course, the strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning - and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement will completely change the way you view both work and play.


My Avatar, My Self

My Avatar, My Self

Author: Zach Waggoner

Publisher: McFarland

Published: 2014-01-10

Total Pages: 209

ISBN-13: 0786454091

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With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.


Player and Avatar

Player and Avatar

Author: David Owen

Publisher: McFarland

Published: 2017-06-19

Total Pages: 239

ISBN-13: 1476629420

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Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."


Avatars!

Avatars!

Author: Bruce Damer

Publisher: Addison Wesley Longman

Published: 1998

Total Pages: 604

ISBN-13: 9780201688405

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With "Avatars!", readers can grab their avatar (a digital representation of themselves) and run to the nearest virtual world where they can experience the Internet. "Avatars!" focuses on what people do inside virtual worlds, such as building three-dimensional structures, navigating through the worlds, and learning digital etiquette and social interaction skills. A CD-ROM provides readers with ready-to-run worlds that connect them with thousands of other people on the Internet, and which are referenced in a companion Web site.


Digital Games and Learning

Digital Games and Learning

Author: Nicola Whitton

Publisher: Routledge

Published: 2014-03-26

Total Pages: 231

ISBN-13: 1136216448

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In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.


The SAGE Handbook of Online Research Methods

The SAGE Handbook of Online Research Methods

Author: Nigel G Fielding

Publisher: SAGE

Published: 2008-06-24

Total Pages: 594

ISBN-13: 1446206602

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This handbook is the first to provide comprehensive, up-to-the-minute coverage of contemporary and developing Internet and online social research methods, spanning both quantitative and qualitative research applications. The editors have brought together leading names in the field of online research to give a thoroughly up to date, practical coverage, richly illustrated with examples. The chapters cover both methodological and procedural themes, offering readers a sophisticated treatment of the practice and uses of Internet and online research that is grounded in the principles of research methodology. Beginning with an examination of the significance of the Internet as a research medium, the book goes on to cover research design, data capture, online surveys, virtual ethnography, and the internet as an archival resource, and concludes by looking at potential directions for the future of Internet and online research. The SAGE Handbook of Internet and Online Research Methods will be welcomed by anyone interested in the contemporary practice of computer-mediated research and scholarship. Postgraduates, researchers and methodologists from disciplines across the social sciences will find this an invaluable source of reference.


The Avatar Faculty

The Avatar Faculty

Author: Jeffrey G. Snodgrass

Publisher: Univ of California Press

Published: 2023-01-10

Total Pages: 280

ISBN-13: 0520384369

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The Avatar Faculty creatively examines the parallels between spiritual and digital activities to explore the roles that symbolic second selves—avatars—can play in our lives. The use of avatars can allow for what anthropologists call ecstasy, from the Greek ekstasis, meaning "standing outside oneself." The archaic techniques of promoting spiritual ecstasy, which remain central to religious healing traditions around the world, now also have contemporary analogues in virtual worlds found on the internet. In this innovative book, Jeffrey G. Snodgrass argues that avatars allow for the ecstatic projection of consciousness into alternate realities, potentially providing both the spiritually possessed and gamers access to superior secondary identities with elevated social standing. Even if only temporary, self-transformations of these kinds can help reduce psychosocial stress and positively improve health and well-being.


Alter Ego

Alter Ego

Author: Robbie Cooper

Publisher:

Published: 2007

Total Pages: 148

ISBN-13:

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Introduction by Julian Dibbell. Text by Tracy Spaight.