User-Avatar Bond: Risk and Opportunities in Gaming and Beyond

User-Avatar Bond: Risk and Opportunities in Gaming and Beyond
Title User-Avatar Bond: Risk and Opportunities in Gaming and Beyond PDF eBook
Author Vasileios Stavropoulos
Publisher Frontiers Media SA
Total Pages 179
Release 2022-06-07
Genre Science
ISBN 2889763668

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Is Justice Real When “Reality is Not?

Is Justice Real When “Reality is Not?
Title Is Justice Real When “Reality is Not? PDF eBook
Author Katherine B. Forrest
Publisher Elsevier
Total Pages 202
Release 2023-07-06
Genre Computers
ISBN 0323956211

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Is Justice Real When “Reality is Not?: Constructing Ethical Digital Environments examines how frameworks and concepts of justice should evolve in virtual worlds. Directed at researchers working in, or with an interest in virtual reality, as well as those interested in the fields of artificial intelligence and justice, this book covers research regarding impacts on human psychological states existing within alternative ethical frameworks. With chapters dedicated to behavioral impacts of virtual events, robotics and "unconscious", and human psychological states of role playing and existing, readers will be well-equipped to navigate the virtual worlds in which millions of people currently spend time. Provides an introduction into virtual worlds in which humans increasingly spend significant time Analyzes the psychological impact on humans of spending time in virtual worlds Discusses ethical and justice frameworks, robotics, the psychology of role playing and future virtual worlds

Avatars at Work and Play

Avatars at Work and Play
Title Avatars at Work and Play PDF eBook
Author Ralph Schroeder
Publisher Springer Science & Business Media
Total Pages 287
Release 2006-07-08
Genre Computers
ISBN 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?

Digital Games and Mental Health

Digital Games and Mental Health
Title Digital Games and Mental Health PDF eBook
Author Rachel Kowert
Publisher Frontiers Media SA
Total Pages 218
Release 2021-10-04
Genre Science
ISBN 2889714616

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The Proteus Paradox

The Proteus Paradox
Title The Proteus Paradox PDF eBook
Author Nick Yee
Publisher Yale University Press
Total Pages 262
Release 2014-01-07
Genre Social Science
ISBN 0300190999

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A surprising assessment of the ways that virtual worlds are entangled with human psychology

Fundamentals of Game Design

Fundamentals of Game Design
Title Fundamentals of Game Design PDF eBook
Author Ernest Adams
Publisher Pearson Education
Total Pages 577
Release 2014
Genre Computers
ISBN 0321929675

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Now in its third edition, the classic book on game design has been completely revised to include the latest developments in the game industry. Readers will learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. They'll be introduced to designing for mobile devices and touch screens, as well as for the Kinect and motion-capture gameplay. They'll learn how indie developers are pushing the envelope and how new business models such as free-to-play are influencing design. In an easy-to-follow approach, Adams offers a first-hand look into the process of designing a game, from initial concept to final tuning. This in-depth resource also comes with engaging end-of-chapter exercises, design worksheets, and case studies.

Video Games and Social Competence

Video Games and Social Competence
Title Video Games and Social Competence PDF eBook
Author Rachel Kowert
Publisher Routledge
Total Pages 246
Release 2014-11-27
Genre Games & Activities
ISBN 1317620143

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Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due to a lack of empirical consistency, the debate surrounding the potential impact of online video game play on a user’s sociability remains an active one. This book contributes to this debate by exploring the potential impact of online video game involvement on social competence outcomes, theoretically and empirically. Through empirical research, Kowert examines the relationships between online video game involvement, social goals, and social skills and discusses the underlying mechanisms of these effects.