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Privacy in the metaverse: Regulating a complex social construct in a virtual world
6 references·0 citing·22 second hop
Privacy in the metaverse: Regulating a complex social construct in a virtual world (2008)Privacy in the metaverse: Regulating a co…Napster's Second Life?: The Regulatory Challenges of Virtual Worlds (2006)Napster's Second Life?: The R…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…A Virtual Reprise of the Stanley Milgram Obedience Experiments (2006)A Virtual Reprise of the Stan…Code and Other Laws of Cyberspace (1999)Code and Other Laws of Cybers…Virtual Worlds (1992)Virtual WorldsThe Presentation of Self in Everyday Life. (1956)The Presentation of Self in E…Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)Framing Processes and Social Movements: An Overview and Assessment (2000)Users of the world, unite! The challenges and opportunities of Social Media (2009)Being and Nothingness (2022)Behavioral Study of obedience. (1963)Obedience to Authority (1974)A theory of implicit and explicit knowledge (1999)An Experimental Study on Emotional Reactions Towards a Robot (2012)Online Focus Groups (2016)Qualitative Research Methods (2021)Publics and counterpublics (2003)The Internet, Public Spheres, and Political Communication: Dispersion and Deliberation (2005)Why Youth Heart Social Network Sites: The Role of Networked Publics in Teenage Social Life (2017)Intellectual property issues for marketers in the virtual world (2008)Participatory Transparency in Social Media Governance: Combining Two Good Practices (2014)Exploring virtual worlds: success factors in virtual world marketing (2009)The Art of Videogames (2009)Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption (2014)
this work references cited by second hop

References

  • 1956The Presentation of Self in Everyday Life.25,991 cited
  • 1999Code and Other Laws of Cyberspace3,258 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2006A Virtual Reprise of the Stanley Milgram Obedience Experiments631 cited
  • 1992Virtual Worlds364 cited
  • 2006Napster's Second Life?: The Regulatory Challenges of Virtual Worlds30 cited

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