2008
DOI: 10.17705/1cais.02219
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Using Synthetic Worlds for Work and Learning

Abstract: Synthetic worlds [Castronova 2005] are graphically-rich, three-dimensional (3D), electronic environments where members assume an embodied persona (i.e., avatars) and engage in socializing, competitive quests, and economic transactions with globally distributed others. Frequently categorized as technologies of play, synthetic worlds range from massively multiplayer online games (MMOGs) such as World of Warcraft, to virtual reality environments such as Second Life. Increasingly, educators, researchers and corpor… Show more

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Cited by 31 publications
(31 citation statements)
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“…The relevance of Second Life and other 3D worlds became clear during the three ICIS 2007 (Montreal) panel sessions devoted to the topic (for a comprehensive overview of the discussions see Mennecke et al [2008] and Schultze et al [2008]). Many panelists, such as Blake Ives and Starr Hiltz, noted that these 3D worlds are the beginnings of the 3D web.…”
Section: Second Life and Other 3d Worldsmentioning
confidence: 99%
“…The relevance of Second Life and other 3D worlds became clear during the three ICIS 2007 (Montreal) panel sessions devoted to the topic (for a comprehensive overview of the discussions see Mennecke et al [2008] and Schultze et al [2008]). Many panelists, such as Blake Ives and Starr Hiltz, noted that these 3D worlds are the beginnings of the 3D web.…”
Section: Second Life and Other 3d Worldsmentioning
confidence: 99%
“…After the success of the administrator login, to manage personal information, users and their class teachers; Teachers, after a successful login to personal information, student information, student learning, student test conditions and student post management; Students can register according to their class, after the success of the login, can students to manage personal information, also can complete learning tasks, check the learning process, use the dictionary tool, to participate in all kinds of test and query result, also can be operated to post and reply [5]. College English online learning system's overall function module design is shown in figure 2.…”
Section: Iiithe Overall Function Design For the Systemmentioning
confidence: 99%
“…For instance, avatars do not get tired so they do not need to sit, yet so many of the virtual meeting spaces mimic a real world conference room or classroom with chairs and tables. Even though virtual worlds offer the technical freedom to transcend the norms and constraints of real life, users often still perceive it to be socially unacceptable to see a naked human-like avatar running through a crowd (Schultze et al 2008). This gives rise to the need to better understand how users make sense of virtual world environments and how they perceive the value associated with virtual world experiences.…”
Section: Virtual Worlds As Occasions For Sensemakingmentioning
confidence: 99%