2010
DOI: 10.1080/14616701003638418
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Journalism in Second Life

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Cited by 24 publications
(16 citation statements)
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“…While not truly immersive due to the third-person perspective, the desktop-based VR platform provided a virtual world for users from all over the world to navigate and interact via avatars. Second Life gave rise to three newspapers focused on the events of the virtual world: the Alpaville Herald, the Metaverse Messenger, and the Second Life Newspaper (Brennen and Dela Cerna, 2010). In addition to these virtual-world newspapers, Second Life facilitated the Metanomics (Metaverse and economics) weekly interview program hosted by Robert Bloomfield (Jensen, 2009).…”
Section: Journalism In Second Lifementioning
confidence: 99%
See 1 more Smart Citation
“…While not truly immersive due to the third-person perspective, the desktop-based VR platform provided a virtual world for users from all over the world to navigate and interact via avatars. Second Life gave rise to three newspapers focused on the events of the virtual world: the Alpaville Herald, the Metaverse Messenger, and the Second Life Newspaper (Brennen and Dela Cerna, 2010). In addition to these virtual-world newspapers, Second Life facilitated the Metanomics (Metaverse and economics) weekly interview program hosted by Robert Bloomfield (Jensen, 2009).…”
Section: Journalism In Second Lifementioning
confidence: 99%
“…Second Life, "a computer-generated alternative reality" (Brennen and Dela Cerna, 2010), ushered the next major era of immersive journalism's evolution. While not truly immersive due to the third-person perspective, the desktop-based VR platform provided a virtual world for users from all over the world to navigate and interact via avatars.…”
Section: Journalism In Second Lifementioning
confidence: 99%
“…As for newsgames, however, Meier has argued: ‘Ethical doubts as to whether serious topics should be played in games are offset against the benefit of creating interest and empathy’ (p. 429). Said differently, newsgames perform important ‘boundary work’, in that the genre sets itself apart from established videogames and digital journalism formats, yet it garners debatable effects on news audiences (Brennen and Cerna, 2010).…”
Section: Newsgames a Primermentioning
confidence: 99%
“…The new media platforms are diverse; they comprise the Internet, mobile phones, blogs, Facebook, Twitter, Plurk, as well as online games such as Second Life (Brennen & Cerna, 2010). These new media platforms enter people's lives via non-journalistic content and establish an intimate presence; news content is then created by a process of constant interpersonal interaction and contributes to the ubiquity of news sources.…”
Section: Introductionmentioning
confidence: 98%