Proceedings of the 10th International Conference on Information Integration and Web-Based Applications &Amp; Services 2008
DOI: 10.1145/1497308.1497406
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Identity in massively multiplayer online games

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Cited by 2 publications
(2 citation statements)
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“…More recently, multi-user online arenas have included virtual worlds such as Second Life, an example of a massively multiplayer online world (MMOW): avatars form the basis for social interaction between its members. Research efforts to understand identity as expressed in these domains continue (Meredith et al., 2008; Nowak and Rauh, 2005). The use of avatars in many games and other online applications offers users a chance to adopt personas to represent themselves online.…”
Section: Opportunities For Identity and Productionmentioning
confidence: 99%
“…More recently, multi-user online arenas have included virtual worlds such as Second Life, an example of a massively multiplayer online world (MMOW): avatars form the basis for social interaction between its members. Research efforts to understand identity as expressed in these domains continue (Meredith et al., 2008; Nowak and Rauh, 2005). The use of avatars in many games and other online applications offers users a chance to adopt personas to represent themselves online.…”
Section: Opportunities For Identity and Productionmentioning
confidence: 99%
“…Goffman's metaphor of theatrical performance on a stage has been widely used to explain self identity and social interactions in online environments, including online dating sites [15], social networking sites [18,31,32], blogs [20], and online games [23].…”
Section: Theatre Stagementioning
confidence: 99%