Search Results - "virtual world"
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Suggested Subjects within your search.
- Social aspects 4
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Time and space in video games : a cognitive-formalist approach
Imprint 2019Table of Contents: “…Predictive Thinking in Virtual Worlds --…”
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Playing the waves : Lars Von Trier's game cinema
Imprint 2007Table of Contents: Access full-text online via JSTOR
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Media and mapping practices in the Middle East and North Africa : producing space
Imprint 2021Table of Contents: “…Wargaming the Middle East: The Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities --…”
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Building on progress : expanding the research infrastructure for the social, economic, and behavioral sciences
Imprint 2010Table of Contents: Access full-text online via JSTOR
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7
Digital tools in urban schools : mediating a remix of learning
Imprint 2011Table of Contents: “…New literacies need new learning -- Hip-hop journalism -- Digital teachers -- "Virtual" world media -- A Second Life for learning.…”
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The Dissolution of Mind : A Fable of How Experience Gives Rise to Cognition
Imprint 2002Table of Contents: “…On How to Live in a Virtual World -- SIX Thursday. On How Words Lost Their Meaning -- SEVEN Friday. …”
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9
Teaching health care in virtual space : best practices for educators in multi-user virtual environments
Imprint 2016Table of Contents: “…What is MUVE learning? -- The virtual world is your classroom : teaching in Second Life® -- An introduction to general types of MUVE learning activities -- Solo learning activities in content- or context-rich MUVEs : the MUVE as a learning crucible -- Sample learning activities 1-3 : solo learning in content- or context-rich MUVEs -- Pedagogical benefits of one-on-one MUVE learning activities -- Sample learning activities 4-5: one-on-one MUVE learning activities -- Pedagogical benefits of MUVE small group learning activities -- Sample learning activities 6-8 : ethics, genetics, and disability small group activities -- Sample learning activity 9 (complex small group MUVE learning activity) : clinical rounds -- Sample learning activity 10 (complex small group MUVE learning activity) : building small group consensus skills -- Instructor readiness for MUVE instruction -- Assessment of students and other factors related to MUVE teaching success -- Orientation to Second Life® -- Designing a MUVE learning activity, part I : readiness for MUVE learning -- Designing a MUVE learning activity, part II : implementing MUVE learning -- Special topics -- Problems and pitfalls of MUVE learning -- Design and implementation of a MUVE emotional intelligence course.…”
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Changing things : the future of objects in a digital world
Imprint 2018Get full text
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American cities in post-apocalyptic science fiction
Imprint 2021Table of Contents: “…The glamour of decay: Los Angeles and New York City -- The policing of sexual identities -- Permeable boundaries -- Illicit relationships -- Deviancy and class -- Conclusion -- Notes -- 5 Playing in virtual ruins from Wasteland to Wasteland 2 -- Virtual space and the post-apocalyptic city -- Gameplay motivation and immersion -- Wasteland and 2D worlds -- 2.5D spaces and Fallout -- Choices in virtual worlds -- 3D game spaces -- Ruins in 3D worlds -- Narrative choices in Fallout 3 and 4 -- Wasteland 2 -- Conclusion -- Notes -- 6 Cities and sanctuary in The Walking Dead…”
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Digital environments : ethnographic perspectives across global online and offline spaces
Imprint 2017Table of Contents: “…/ Juan Francisco Riumalló Grüzmacher ; Red packets in the real and virtual worlds : how multi-function WeChat influences Chinese virtual relationships / Xiaojing Ji ; Antifeminism online : MGTOW (Men Going Their Own Way) / Jie Liang Lin ; Exploring the potentials and challenges of virtual distribution of contemporary art / Jonas Blume ; Blind and online : an ethnographic perspective on everyday participation within blind and visually impaired online communities / Olivier Llouquet ; How has social media changed the way we grieve? …”
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Playing dystopia : nightmarish worlds in video games and the player's aesthetic response
Imprint 2018Table of Contents: “…3.3.2 Capitalism and Its Momentous Consequences3.3.3 On the Dangers of Science and Technology; 3.3.4 (Human) Nature as the Main Culprit; 3.4 The Diversity of the Perspectival Network as Precondition for Dystopia's Effectiveness; Part II: Playful Trial Actions in Estranged Gameworlds; Preface to Part II; 4 Towards the Implied Player; 4.1 Video Games as Forms of Representational Art and Fiction; 4.2 The Different Games We Play with Fictions; 4.2.1 Work Worlds and Game Worlds; 4.2.2 Becoming Involved in the Virtual Worlds of the Video Game; 4.2.3 Video Games as Objects and Processes.…”
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