- 1.Allen, C. Virtual Identities: The Social Construction of Cybered Seh, es. Ph.D. Dissertation, Northwestern University, June 1996.Google Scholar
- 2.American Psychological Association. Ethical principles of psychologists and code of conduct. American Psychologist, 47,(1992),1597-1611.Google ScholarCross Ref
- 3.Chemy, L. The MUD register: Conversational modes of action in a text-based virtual reality. Ph.D. Dissertation, Stanford University, December 1995.Google Scholar
- 4.L-harris, P. MUDding: Social phenomenon in text-based vimml realities, lntertrek, 3(3), (1992), 26-34.Google Scholar
- 5.Curtis. P. and Nichols, D. MUDs Grow Up: Social Virtual Reality in the Real World Paper presented at the meeting of the Third International Conference on Cyberspace, Austin TX, 1993.Google Scholar
- 6.Dalaimo, D. M. The Simulation of Selfhood in Cyberspac~ Unpublished doctoral dissertation, University of Nevada, Las Vegas, 1995.Google Scholar
- 7.Donath, 3. Inhabiting the virtual city: The design of social environments for electronic communities. Ph.D. Dissertation, lkflT, 1996. Google ScholarDigital Library
- 8.Farmer, F. R., Social Dimensions of Habitat's Citizera3,1992.http:/hvwv.communities. com/comp any/p apers/cifizenry.htmlGoogle Scholar
- 9.Goffman, E. The Presentation of Self in Everyday Life. New York: Doubleday, 1959.Google Scholar
- 10.Oldenburg, R. The Great Good Place. New York: Paragon House, 1991.Google Scholar
- 11.Rheingold, tL The Virtual Community: Homesteading on the Electronic Frontier. New York: Addison- Wesley Publishing, 1993. Google ScholarDigital Library
- 12.Schiano, D. J, Mental models of "MUDs": Just like being..where? "Psychonomics Society, Chicago, 1996.Google Scholar
- 13.Schiano & Colston. CMC and Community on Campus. Society for Computers in Psyeholog3r, Philadelphia, PA, 1997.Google Scholar
- 14.Turkle, S. Consmzcfions and reconstructions of serf in virtual reality:. Playing in MUDs. Mina~ Culture and Activity, l(3), (1994), 158-167.Google Scholar
- 15.Turkle,S. Life on the Screen: Identity in the age of the Internet. New York: Simon & Schuster, 1995. Google ScholarDigital Library
Index Terms
- The first noble truth of CyberSpace: people are people (even when they MOO)
Recommendations
Design for network communities
CHI '97: Proceedings of the ACM SIGCHI Conference on Human factors in computing systemsVirtual worlds - past, present, and future: New directions in social computing
Virtual worlds, where thousands of people can interact simultaneously within the same three-dimensional environment, represent a frontier in social computing with critical implications for business, education, social sciences, and our society at large. ...
Designing for Massive Engagement in a Tween Community: Participation, Prevention, and Philanthropy in a Virtual Epidemic
IDC '17: Proceedings of the 2017 Conference on Interaction Design and ChildrenHow can we design for more active participation and engagement in massive online virtual worlds? While many online communities, be they online games or virtual worlds, have been created or used ostensibly with learning goals in mind, relatively little ...
Comments