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Introduction

Part I. Individual Behaviors and Dyadic Relationships:
1. VERUS John Murray, Thomas Chesney and Robert Hoffmann
2. Understanding aggressive and non-aggressive individual behaviors in MMOGs Iftekhar Ahmed, Andrew Pilny and Marshall Scott Poole
3. From good associates to true friends Fanny Anne Ramirez
4. Couples who slay together, stay together Elizabeth Craig, Nicholas Taylor and Sarah Evans

Part II. Groups:
5. Virtual team communication norms John C. Sherblom, Lesley A. Withers, Lynette G. Leonard and Jeffrey S. Smith
6. Toxic allies and caring friends Maude Bonenfant, Laura Iseut Lafrance St-Martin, Felix Pregent and Lucile Cremier
7. Management (im)material Nick Taylor, Suzanne de Castell, Jennifer Jenson and Ryan Hurley
8. Virtual organization and online games Rolf T. Wigand
9. Virtual economic experiments Thomas Chesney, Swee Hoon Chuah, Robert Hoffmann, Wendy Hui and Jeremy Larner

Part III. Understanding Culture with Games:
10. A simulated utopia William Sims Bainbridge
11. Gaming in multicultural classrooms Amanda Paz Alencar and Teresa de la Hera Conde-Pumpido

Part IV. Techniques for Analyzing Game Data:
12. The power of social features in online gaming Fernando Kuipers, Marcus Martens, Ernst van der Hoeven and Alexandru Iosup
13. Profiling in games Rafet Sifa, Anders Drachen and Christian Bauckhage
14. Using massively multiplayer online game data to analyze the dynamics of social interactions Alireza Hajibagheri, Gita Sukthankar, Kiran Lakkaraju, Hamidreza Alvari, Rolf T. Wigand and Nitin Agarwal

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알라딘제공
Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian.

This cross-disciplinary exploration of MMOs and other complex online worlds melds work from computer science, psychology and social science.

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