Pitanje br. 4471
 
Pitanje: 

Virtualni prostor online igara kao mjesto novog druženja / Online games' virtual space as a meeting place


Odgovor: 

Knjige:

  1. Mjesto, nemjesto : interdisciplinarna promišljanja prostora i kulture / urednice Jasna Čapo i Valentina Gulin Zrnić. Zagreb : Institut za etnologiju i folkloristiku ; Ljubljana : Inštitut za antropološke in prostorske študije, Znanstvenoraziskovalni center Slovenske akademije znanosti in umetnosti, 2011 - sign. 16.7 /MJE/
  2. Janković, Vesna: Računalno posredovana komunikacija i socijalni kapital // Društvene pretpostavke društva znanja : zbornik radova. Zagreb : FF press [i. e.] Filozofski fakultet : Institut društvenih znanosti Ivo Pilar : Učiteljski fakultet Sveučilišta, 2011 - sign. 316.7 /DRU/ OP
  3. Matijević, Milan: Novi mediji i razvijanje vrijednosti mladih // Kultura i obrazovanje - determinante društvenog progresa (dostignuća, dometi, perspektive). Banja Luka : Filozofski fakultet, 2010 ; str. 303-310

Članci u časopisima:

  1. Sužnjević, Mirko; Matijašević, Maja: Player Behavior and Traffic Characterization for MMORPGs: A Survey. // Multimedia systems. - 18 (2012) ; 22
  2. Bedi, Krunoslav; Sestan, Suzana; Zajdela Hrustek, Nikolina: Avatars and identification in online communication // Int. J. of Intelligent Defence Support Systems. - 3 (2010), 1/2 ; str. 22 - 29
  3. Bilić, Vesna; Gjukić, Damjan; Kirinić, Giovana: Mogući učinci igranja računalnih igrica i videoigara na djecu i adolectente // Napredak. - 151 (2010), 2 ; str. 195-213

EBSCO Host (pristup u GISKO ili putem CARNet Centra za online baze - Proxy):

  1. Wang CC, Wang CH: Helping others in online games: prosocial behavior in cyberspace. // Cyberpsychology & Behavior: The Impact Of The Internet, Multimedia And Virtual Reality On Behavior And Society [Cyberpsychol Behav] 2008 Jun; Vol. 11 (3), pp. 344-6
  2. Choi D, Kim J.: Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents. // Cyberpsychology & Behavior [serial online]. February 2004;7(1):11-24.
  3. Yee N, Bailenson J, Urbanek M, Chang F, Merget D.: The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments. // Cyberpsychology & Behavior [serial online]. February 2007;10(1):115-121.
  4. Constance A. Steinkuehler1; Dmitri Williams: Where Everybody Knows Your (Screen) Name: Online Games as “Third Places” // Journal of Computer-Mediated Communication. Volume 11, Issue 4, pages 885–909, July 2006
  5. Dmitri Williams: Virtual Cultivation: Online Worlds, Offline Perceptions // Journal of Communication. Volume 56, Issue 1, pages 69–87, March 2006
  6. Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, and Robert J. Moore: "Alone together?": exploring the social dynamics of massively multiplayer online games. // Proceedings of the SIGCHI conference on Human Factors in computing systems (CHI '06), Rebecca Grinter, Thomas Rodden, Paul Aoki, Ed Cutrell, Robin Jeffries, and Gary Olson (Eds.). ACM, New York, NY, USA, 407-416.

ScienceDirect (pristup u GISKO ili putem CARNet Centra za online baze - Proxy):

  1. Zhi-Jin Zhong: The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital // Computers in Human Behavior, Volume 27, Issue 6, November 2011, Pages 2352-2363
  2. Chin-Lung Hsu, Hsi-Peng Lu: Consumer behavior in online game communities: A motivational factor perspective // Computers in Human Behavior, Volume 23, Issue 3, May 2007, Pages 1642-1659
  3. Garry Young, Monica T. Whitty: Games without frontiers: On the moral and psychological implications of violating taboos within multi-player virtual spaces // Computers in Human Behavior, Volume 26, Issue 6, November 2010, Pages 1228-1236
  4. Donghee Yvette Wohn, Rick Wash: A virtual “Room” with a cue: Detecting personality through spatial customization in a city simulation game // Computers in Human Behavior, In Press, Corrected Proof, Available online 22 August 2012
  5. Despoina Xanthopoulou, Savvas Papagiannidis: Play online, work better? Examining the spillover of active learning and transformational leadership // Technological Forecasting and Social Change, Volume 79, Issue 7, September 2012, Pages 1328-1339
  6. Aimee deNoyelles, Kay Kyeong-Ju Seo: Inspiring equal contribution and opportunity in a 3d multi-user virtual environment: Bringing together men gamers and women non-gamers in Second Life® // Computers & Education, Volume 58, Issue 1, January 2012, Pages 21-29
  7. Michael Szell, Stefan Thurner: Measuring social dynamics in a massive multiplayer online game // Social Networks, Volume 32, Issue 4, October 2010, Pages 313-329
  8. Matthieu J. Guitton: The immersive impact of meta-media in a virtual world // Computers in Human Behavior, Volume 28, Issue 2, March 2012, Pages 450-455

Google Books:

  1. Annette N Markham: Life online : researching real experience in virtual space. Walnut Creek, CA : Altamira Press, cop. 1998.


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004 Računarstvo i internet

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