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Shared virtual environments. --- Shared virtual environments --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Virtual reality
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Teaching Health Care in Virtual Space is the first “how-to” manual for health educators on the instructional use of three-dimensional, computer-generated virtual environments that can be inhabited simultaneously by many participants; commonly called “multi-user virtual learning environments” or MUVE. Based on her experience supervising more than 400 learning activities in Second Life®—as of 2014, the largest public (free) MUVE—Dr. Estelle Codier has written a step-by-step handbook for novice and experienced MUVE teachers alike. The book provides those new to virtual teaching with specific steps to assess their own instructional readiness, guidance for assessing student and class readiness, as well as detailed descriptions of problem prevention and solutions. The text is accompanied by lively case studies of both success and failure in virtual learning environments. Inspiring stories of student learning illustrate the power of MUVE to transform health care education. This innovative handbook presents an extended discussion of the pedagogical advantages for learning in multi-user virtual environments, along with a history of learning in Second Life®. The text includes an appendix of supporting materials for MUVE learning activities: evaluation grids, grading matrices, syllabus descriptions, and detailed orientation materials for both faculty and students. While the sample learning activities were designed for nurses, instructors in other disciplines could easily adapt them for use in any MUVE setting.
Nursing --- Shared virtual environments. --- Study and teaching --- Simulation methods. --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Virtual reality --- Clinical nursing --- Nurses and nursing --- Nursing process --- Care of the sick --- Medicine
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Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled-but rarely recognized-tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.
Computer games. --- Virtual reality. --- Shared virtual environments. --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Virtual reality --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Application software --- Electronic games --- Computer games --- Internet games --- Television games --- Videogames --- Games --- Video games.
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Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute in their own environments, meeting the
Internet games. --- Public services (Libraries). --- Shared virtual environments. --- Video games. --- Social Sciences --- Recreation & Sports --- Public services (Libraries) --- Electronic games --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Virtual reality --- Libraries --- Libraries and readers --- Library public services --- Library services to users --- Library users --- Public libraries --- Library science --- Television games --- Videogames --- Public services --- Services to users --- Services for --- Computer games --- Internet games --- Games
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"Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In 'Connected Play', Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds."
Education --- Shared virtual environments. --- Educational games. --- Preteens --- Simulation methods. --- Recreation. --- Whyville. --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Pre-teens --- Preadolescents --- Preteenagers --- Tweenagers --- Tweenies --- Tweens --- Instructive games --- Training games --- Virtual reality --- Children --- Games --- Simulation methods --- GAME STUDIES/Games in Education --- EDUCATION/Digital Media & Learning --- SOCIAL SCIENCES/Media Studies
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How a virtual journalist in the virtual world of online gaming landed on the real-world front page of the New York Times and how his virtual newspaper chronicled the emergence of the next generation of the World Wide Web.
Second Life (Game) --- Avatars (Virtual reality) --- Tabloid newspapers --- Shared virtual environments. --- Internet. --- DARPA Internet --- Internet (Computer network) --- Wide area networks (Computer networks) --- World Wide Web --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Virtual reality --- Tabloids --- Newspapers --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Computer games --- Computer programs. --- Video games
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Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one of the first design books in the field showing how those styles can be captured in a design grammar so that unique places can be created through computational agents responding to the changing needs of the people in the virtual world. Applying the techniques introduced in this book has immediate implications on the design of games and functional places in existing virtual world platforms such as Second Life, OpenSim and Active Worlds as well as future virtual worlds in which the boundaries between digital and physical environments blur.
Engineering & Applied Sciences --- Computer Science --- Computer simulation --- Shared virtual environments --- Virtual reality --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Reality --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing --- Computer simulation. --- Adaptive virtual worlds, design grammars, generative design agents, virtual environments, agent modelling, computer modelling.
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The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.
Internet games --- Fantasy games --- Role playing --- Shared virtual environments --- Communities. --- Community life. --- Social aspects. --- Community --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Role enactment --- Role-taking ability --- Roleplaying --- Fantasy role playing games --- Role-playing games --- Associations, institutions, etc. --- Human ecology --- Social groups --- Virtual reality --- Social role --- Acting games --- Games --- Electronic games --- GAME STUDIES/Online Games --- DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking --- SOCIAL SCIENCES/Media Studies --- Computer games --- Television games --- Videogames --- Video games
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Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, Open Simulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspects of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.
Virtual reality in education. --- Shared virtual environments. --- Three-dimensional imaging. --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Virtual reality --- Education --- 3-D imaging --- 3D imaging --- Three-dimensional imaging systems --- Three-dimensional imaging techniques --- Three-dimensional visualization --- Visualization, Three-dimensional --- Imaging systems --- Human-computer interaction. --- Second Life (Computer game) --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- SecondLife --- 3D --- OpenSimulation --- Open Wonderland --- simulated learning --- online learning
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The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"-as the Linden Lab employees call themselves-found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
Corporate culture --- Business anthropology --- Computer games --- Shared virtual environments --- Second Life (Game) --- Culture, Corporate --- Institutional culture --- Organizational culture --- Corporations --- Organizational behavior --- Business --- Corporate anthropology --- Industrial anthropology --- Management anthropology --- Private sector anthropology --- Public sector anthropology --- Anthropology --- Application software --- Electronic games --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Virtual reality --- Design --- Social aspects --- Social aspects. --- Sociological aspects --- Anthropological aspects --- Linden Lab (Firm) --- Linden Research, Inc. --- Video games --- Internet games --- Television games --- Videogames --- Games
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