The Locator -- [(subject = "Virtual reality--Social aspects")]

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02837aam a22004098i 4500
001 EDD1479EE96D11E8978F920F97128E48
003 SILO
005 20181116010210
008 171020t20182018enkaf    b    000 0 eng  
010    $a 2017042225
020    $a 110712882X
020    $a 9781107128828
035    $a (OCoLC)1007501529
040    $a DLC $b eng $e rda $c DLC $d YDX $d OCLCQ $d OCLCF $d OCLCO $d HRM $d SILO
042    $a pcc
050 00 $a GV1469.17.S63 $b S634 2017
082 00 $a 794.8 $2 23
245 00 $a Social interactions in virtual worlds : $b an interdisciplinary perspective / $c edited by Kiran Lakkaraju, Sandia National Laboratories, New Mexico, Gita Sukthankar, University of Central Florida, Rolf T. Wigand, University of Arkansas.
263    $a 1712
264  1 $a Cambridge, United Kingdom ; $b Cambridge University Press, $c 2018.
300    $a xii, 416 pages, 4 pages of unnumbered plates : $b illustrations ; $c cm
520    $a "Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian."-- $c Amazon.com.
504    $a Includes bibliographical references and index.
505 0  $a Part I. Individual behaviors and dyadic relationships -- Part II. Groups, norms, leadership, and virtual organizations -- Part III. Understanding culture with games -- Part IV. Techniques for analyzing game data.
650  0 $a Internet games $x Social aspects.
650  0 $a Virtual reality $x Social aspects.
650  0 $a Social interaction.
650  0 $a Human-computer interaction.
650  7 $a Human-computer interaction. $2 fast $0 (OCoLC)fst00963494
650  7 $a Social interaction. $2 fast $0 (OCoLC)fst01122562
650  7 $a Virtual reality $x Social aspects. $2 fast $0 (OCoLC)fst01167695
700 1  $a Lakkaraju, Kiran, $e editor.
700 1  $a Sukthankar, Gita, $e editor.
700 1  $a Wigand, Rolf T., $e editor.
941    $a 1
952    $l OVUX522 $d 20231017015404.0
956    $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=EDD1479EE96D11E8978F920F97128E48

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