Riding the hype cycle : : the resurgence of virtual worlds / / edited by Paul Jerry, Nancy Tavares-Jones, Sue Gregory.

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Bibliographic Details
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Place / Publishing House:Oxford, England : : Inter-Disciplinary Press,, [2013]
©2013
Year of Publication:2013
Edition:1st ed.
Language:English
Physical Description:1 online resource.
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245 0 0 |a Riding the hype cycle :  |b the resurgence of virtual worlds /  |c edited by Paul Jerry, Nancy Tavares-Jones, Sue Gregory. 
250 |a 1st ed. 
264 1 |a Oxford, England :  |b Inter-Disciplinary Press,  |c [2013] 
264 4 |c Â©2013 
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504 |a Includes bibliographical references and index. 
505 0 0 |t Preliminary Material /  |r Paul Jerry , Nancy Tavares-Jones and Sue Gregory --   |t An Exploratory Study of Jungian Personality Traits in Second Life Residents /  |r Nancy Tavares-Jones --   |t The ALBO Project: Virtual Working Environments for the Detection of Organizational Well-Being /  |r Eva Venturini , Valeria Faralla and Alessandro Innocenti --   |t Privacy as Commodity: Willingness to Sell Access to Private Information over the Network in a Virtual Environment /  |r Nili Steinfeld --   |t Supplementing Self-Access Learning for an English Language Centre through Virtual Platforms /  |r Dean Anthony Fabi Gui and Andrew Northern --   |t Students’ Experiences and Ideas of the Library Services in Second Life /  |r Eeva-Liisa Eskola and Marja Anttonen --   |t Experiential Learning, Virtual Collaboration and Robots /  |r Michael Vallance and Catherine Naamani --   |t eLearning Technologies: Solutions to the Challenges Experienced by University Students in a Classroom Environment /  |r Heera Boodhun and Chandani Appadoo --   |t The Death and Reincarnation of the Reader in Online Communities /  |r Saulius Keturakis and Audronė Daubarienė --   |t Virtual Learning and Research Methods in Architecture: An Overview of the Last 10 Years at the Department of Information and Communication Technology in Architecture /  |r Pfarr-Harfst Mieke --   |t Play Hard, Work Harder: A Gameplay Analysis of Goal- Oriented Narrative and Post-Narrative Play in The Sims 2 DS /  |r Heidi Mau and Cheryl L. Nicholas --   |t Comparison of Students Learning in a Virtual World /  |r Sue Gregory --   |t Experiential Teaching and Learning as part of a Blended Approach: Classrooms, Blackboard and Second Life Practices /  |r Ridvan Ata --   |t Breaking down Silos: Exploring the Effects of Graduate Cross-Programme Collaborations within a 3D Immersive World /  |r Barbara B. Howard , John H. Tashner and Robert L. Sanders --   |t Using Second Life to Train Counsellors: Is Transformative Learning Possible in this Novel Environment? /  |r Tom Edwards --   |t Guiding Social Research in MMORPGs from a Phenomenological Perspective /  |r Paul T. Scriven --   |t Storytelling, Rules and Society in Modern MMORPGs /  |r Martin Hennig --   |t Image Constructions in the Social Web /  |r Inge Wagner --   |t Virtual Selves, Research Perspectives: Exploring the Role and Implications for Taking the Insider Perspective in Virtual Worlds Research /  |r Simon Evans --   |t The Syntagmatic Cathedral: Experiential Learning through Flow-Waves of Immersion, Engagements and Reflection in a Multiplatform Paradigm /  |r Lorraine Smith --   |t The Mechanism of Additional Personal Identification’s Appearance in Computer Role Games /  |r Demilhanova Angelina --   |t Reading 3D Wor(l)ds: Poetic Words for the High Tech Generation /  |r Diogo Marques --   |t Methods and Ethics in Virtual World Research: The Second Life Experience /  |r Paul Jerry. 
588 |a Description based on print version record. 
650 0 |a Culture. 
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700 1 |a Tavares-Jones, Nancy,  |e editor. 
700 1 |a Gregory, Sue,  |e editor. 
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