Academia.eduAcademia.edu

Outline

Social Life in Virtual Worlds: Structure and Interaction in

Abstract
sparkles

AI

This research explores the social dynamics within virtual worlds, particularly focusing on multi-user virtual environments (VEs) and the interactions that take place between users. It distinguishes between human-computer interactions and interpersonal relations mediated by technology, emphasizing the need for a meta-framework to analyze social phenomena in these contexts. The study critiques existing literature on computer-mediated communication (CMC) and highlights the importance of integrating insights from different methodologies and levels of analysis to better understand the implications of communication technologies like VR for social interaction.

References (16)

  1. O N I T O Joseph & H O L L I N G S H E A D Andrea (1997), "Participation in Small Groups", In Brant BURLESON, editor, Communication Yearbook, 20, pp. 227-261.
  2. C O L L I N S Randall (1988), Theoretical Sociology, New York: Harcourt Brace Jovanovich.
  3. C O L L I N S Randall (1992), "On the Sociology of Intellectual Stagnation: The Late Twentieth Century in Perspective. Theory", Culture and Society, 9, pp. 73-96.
  4. F I S C H E R Claude (1992), America Calling: A Social History of the Telephone, Berkeley: University of California Press.
  5. KATZ James & ASPDEN Philip (1997), "A Nation of Strangers", Communications of the ACM, 40 (12), pp. 81-86.
  6. M c KE N N E Y James, Z A C K Michael & DO H E R T Y Victor (1992), "Complementary Communication Media: A Comparison of Electronic Mail and Face-To-Face Communication in a Programming Team", In Nithin NO H R I A & Robert EC C L E S, editors, Networks and Organizations: Structure, Form and Action, Boston: Harvard Business School Press, pp. 262-287.
  7. MEYROWITZ Joshua (1985), No Sense of Place: The Impact of Electronic Media on Social Behaviour, Oxford: Oxford University Press.
  8. NYE David (1997), "Shaping Communication Networks: Telegraph, Telephone, Computer", Social Research, 64 (3) pp. 1067-1091.
  9. ROGERS Everett (1986), Communication Technology: The New Media in Society, New York: The Free Press.
  10. SCHROEDER Ralph (1996), Possible Worlds: The Social Dynamic of Virtual Reality Technology, Boulder, CO: Westview Press.
  11. S C H R O E D E R Ralph (1997), "Networked Worlds: Social Aspects of Multi-User Virtual Reality Technology", Sociological Research Online, 2 (4). "http://www.socresonline.org.uk/socresonline/2/4/5.html".
  12. SCHROEDER Ralph & LEE Raymond (1998), Multi-User Virtual Reality Technology as a Laboratory for Learning about Social Research: Issues and Prospects. A Report for the Advisory Group on Computer Graphics. Presented at the Visualization in the Social Sciences Workshop, Leeds, 9-11 Sept.
  13. SIMMEL Georg (1950), The Sociology of Georg Simmel, (Edited by Kurt WOLFF), New York: The Free Press.
  14. S L A T E R Mel & WI L B U R Sylvia (1997), "A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments", Presence: Teleloperators and Virtual Environments, 6 (6), pp. 606- 613. SLATER Mel, SADAGIC Amela, USOH Martin & SCHROEDER Ralph (1998), Small Group Behaviour in a Virtual and Real Environment: A Comparative Study. BT Workshop June 10-11 Proceedings. "http://www.cs.ucl.ac.uk/staff/m.slater/BTWorkshop/Inhabit".
  15. S T R A U S Susan (1997), "Technology, Group Process, and Group Outcomes: Testing the Connections in Computer-Mediated and Face-to-Face Groups", Human- Computer Interaction, 12, pp. 227-266.
  16. W E L L M A N Barry et al. (1996), "Computer Networks as Social Networks: Collaborative Work, Telework, and Virtual Community", Annual Review of Sociology, 2, pp. 213-238.