Min side Kundeservice Bli medlem

Social Interactions in Virtual Worlds

An Interdisciplinary Perspective

«'While social platforms like Facebook, WhatsApp, LinkedIn and Twitter have a much broader reach, the uniqueness of massively multiplayer online games (MMOGs) and virtual worlds is that the participation in them is deep. Driven by various motivations, including achievement, socialization and immersion, participants can spend multiple hours a day on such platforms - deriving experiential benefits that are far beyond superficial, and often satisfying at a far deeper level. From a social science perspective, this provides a unique opportunity to extend and refine social science theories in a far more nuanced manner than before, and use them to build models for various applications. The key to this has been the availability of fine grained data about behavior, the 'big data of social science', as well as the development of a new social science research methodology which is based on computer science techniques like machine learning and social network analysis. We are witnessing the start of a new era in social science research, and this book is a timely collection of some of the best work in this rapidly expanding area of inquiry.' Jaideep Srivastava, University of Minnesota»

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. Les mer

1179,-
Innbundet
Sendes innen 21 dager

Logg inn for å se din bonus

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.

Detaljer

Forlag
Cambridge University Press
Innbinding
Innbundet
Språk
Engelsk
ISBN
9781107128828
Utgivelsesår
2018
Format
24 x 16 cm

Anmeldelser

«'While social platforms like Facebook, WhatsApp, LinkedIn and Twitter have a much broader reach, the uniqueness of massively multiplayer online games (MMOGs) and virtual worlds is that the participation in them is deep. Driven by various motivations, including achievement, socialization and immersion, participants can spend multiple hours a day on such platforms - deriving experiential benefits that are far beyond superficial, and often satisfying at a far deeper level. From a social science perspective, this provides a unique opportunity to extend and refine social science theories in a far more nuanced manner than before, and use them to build models for various applications. The key to this has been the availability of fine grained data about behavior, the 'big data of social science', as well as the development of a new social science research methodology which is based on computer science techniques like machine learning and social network analysis. We are witnessing the start of a new era in social science research, and this book is a timely collection of some of the best work in this rapidly expanding area of inquiry.' Jaideep Srivastava, University of Minnesota»

Medlemmers vurdering

Oppdag mer

Bøker som ligner på Social Interactions in Virtual Worlds:

Se flere

Logg inn

Ikke medlem ennå? Registrer deg her

Glemt medlemsnummer/passord?

Handlekurv