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Virtual worlds — past, present, and future: New directions in social computing
13 references·16 citing·48 second hop
Virtual worlds — past, present, and future: New directions in social computing (2009)Virtual worlds — past, present, and futur…The Scientific Research Potential of Virtual Worlds (2007)The Scientific Research Poten…Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Social Interactions in Massiv…Using Massively Multiplayer Online Role‐Playing Games for Online Learning (2006)Using Massively Multiplayer O…Understanding what your sales manager is up against. (2006)Understanding what your sales…The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Demographics, Motivations…A Typology of Virtual Communities: A Multi-Disciplinary Foundation for Future Research (2006)A Typology of Virtual Communi…The Laws of the Virtual Worlds (2004)The Laws of the Virtual WorldsAn update on the effects of playing violent video games (2003)An update on the effects of p…The effects of violent video games on aggression.. (2001)The effects of violent video …The effects of violent video games on aggression. A meta-analysis (2001)The effects of violent video …Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Effects of Violent Video Game…Institutional Change and the Transformation of Interorganizational Fields: An Organizational History of the U.S. Radio Broadcasting Industry (1991)Institutional Change and the …Experiential Learning (1984)Experiential LearningGamification in the Metaverse: Affordance, perceived value, flow state, and engagement (2024)Gamification in the Metaverse…What is the Metaverse and who seeks to define it? Mapping the site of social construction (2023)What is the Metaverse and who…Reflections of the extended self: Visual self-representation in avatar-mediated environments (2019)Reflections of the extended s…"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games (2019)"Why pay premium in freemium …Role of authenticity in massively multiplayer online role playing games (MMORPGs): Determinants of virtual item purchase intention (2018)Role of authenticity in massi…Social media and Web 2.0 for knowledge sharing in product design (2017)Social media and Web 2.0 for …Understanding the users’ continuous adoption of 3D social virtual world in China: A comparative case study (2014)Understanding the users’ cont…The digital transformation of human identity (2014)The digital transformation of…A Hierarchical Model of Virtual Experience and Its Influences on the Perceived Value and Loyalty of Customers (2014)A Hierarchical Model of Virtu…“My Avatar and Her Beloved Possession”: Characteristics of Attachment to Virtual Objects (2014)“My Avatar and Her Beloved Po…Virtual worlds in competitive contexts: Analyzing eSports consumer needs (2013)Virtual worlds in competitive…Design Challenges and Guidelines for Social Interaction Using Mobile Telepresence Robots (2013)Design Challenges and Guideli…Understanding users’ motivations to engage in virtual worlds: A multipurpose model and empirical testing (2011)Understanding users’ motivati…Social Applications: Revenue Models, Delivery Channels, and Critical Success Factors - An Exploratory Study and Evidence from the Spanish-Speaking Market (2011)Social Applications: Revenue …Modeling the Metaverse: A Theoretical Model of Effective Team Collaboration in 3D Virtual Environments (2011)Modeling the Metaverse: A The…Online public relations: The adoption process and innovation challenge, a Greek example (2010)Online public relations: The …Purposive Behavior in Animals and Men (1950)Informal and Incidental Learning (2001)Reflection and reflective practice in health professions education: a systematic review (2007)Focus on Formative Feedback (2008)Meta-Analytic Procedures for Social Research. 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(1956)Identity : Youth and Crisis. 1968 (1968)The Evolution of Cooperation (1981)Strangers and friends (2006)My Life as a Night Elf Priest (2010)Purchase behavior in virtual worlds: An empirical investigation in Second Life (2011)Aggression: A Social Learning Analysis (1973)Statistical Methods for Meta-Analysis (1988)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Development and Validation of a Game Addiction Scale for Adolescents (2009)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Institutional Theories of Organization (1987)POLITICS AND INSTITUTIONALISM: Explaining Durability and Change (1999)Institutional Transitions and Strategic Choices (2003)Constructing Markets and Shaping Boundaries: Entrepreneurial Power in Nascent Fields (2009)The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence (2009)Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety (2010)Internet gaming addiction: current perspectives (2013)
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References

  • 1984Experiential Learning3,141 cited
  • 2001Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature2,218 cited
  • 2006The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments1,276 cited
  • 1991Institutional Change and the Transformation of Interorganizational Fields: An Organizational History of the U.S. Radio Broadcasting Industry1,162 cited
  • 2007Social Interactions in Massively Multiplayer Online Role-Playing Gamers1,028 cited
  • 2007The Scientific Research Potential of Virtual Worlds935 cited
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  • 2001The effects of violent video games on aggression. A meta-analysis445 cited
  • 2001The effects of violent video games on aggression..363 cited
  • 2006Using Massively Multiplayer Online Role‐Playing Games for Online Learning256 cited
  • 2004The Laws of the Virtual Worlds225 cited
  • 2006Understanding what your sales manager is up against.138 cited

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  • 2019"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games

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213 cited
  • 2011Understanding users’ motivations to engage in virtual worlds: A multipurpose model and empirical testing188 cited
  • 2023What is the Metaverse and who seeks to define it? Mapping the site of social construction184 cited
  • 2013Virtual worlds in competitive contexts: Analyzing eSports consumer needs134 cited
  • 2014The digital transformation of human identity130 cited
  • 2018Role of authenticity in massively multiplayer online role playing games (MMORPGs): Determinants of virtual item purchase intention128 cited
  • 2019Reflections of the extended self: Visual self-representation in avatar-mediated environments108 cited
  • 2014“My Avatar and Her Beloved Possession”: Characteristics of Attachment to Virtual Objects62 cited
  • 2011Modeling the Metaverse: A Theoretical Model of Effective Team Collaboration in 3D Virtual Environments62 cited
  • 2014A Hierarchical Model of Virtual Experience and Its Influences on the Perceived Value and Loyalty of Customers60 cited
  • 2010Online public relations: The adoption process and innovation challenge, a Greek example58 cited
  • 2024Gamification in the Metaverse: Affordance, perceived value, flow state, and engagement55 cited
  • 2013Design Challenges and Guidelines for Social Interaction Using Mobile Telepresence Robots52 cited
  • 2014Understanding the users’ continuous adoption of 3D social virtual world in China: A comparative case study51 cited
  • 2017Social media and Web 2.0 for knowledge sharing in product design44 cited
  • 2011Social Applications: Revenue Models, Delivery Channels, and Critical Success Factors - An Exploratory Study and Evidence from the Spanish-Speaking Market44 cited