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Everquest, Community, and Social Networks in a Virtual Game World: Exploring Everquest Players Experience of Virtual Community, Their Social Networks, ... Within and Without of a Virtual Game World
Richard Forbes Otto
Everquest, Community, and Social Networks in a Virtual Game World: Exploring Everquest Players Experience of Virtual Community, Their Social Networks, ... Within and Without of a Virtual Game World
Richard Forbes Otto
We all share the same globe, we are born, we grow, travel, gain experiences, and acquire wisdom as we move through life, all of which takes place within the world". What if there was another world in fact many other worlds where you could let your mind wander experience adventures meet other likeminded travelers and share some time as a hero or a villain or just a virtual being. In fact such places exist; they are called virtual game worlds. In one such world Everquest people from all over the planet have been entering this virtual game world and creating avatars digital representations of themselves that they use to interact with the graphically created digital world they see on their computer screens. The amazing aspect of these worlds is not the beautiful graphical landscapes or the stories that make up the game that the players play; it is the ability to meet others in a virtual space avatar to avatar mind to mind. This book is the result of research conducted entirely within the Everquest game world and details the results of the study providing a glimpse into the importance of player social networks in creating a virtual community."
Media | Books Paperback Book (Book with soft cover and glued back) |
Released | July 4, 2008 |
ISBN13 | 9783639038590 |
Publishers | VDM Verlag |
Pages | 172 |
Dimensions | 235 g |
Language | English |
See all of Richard Forbes Otto ( e.g. Paperback Book )