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The metaverse, online communities, and (real) urban space
7 references·2 citing·39 second hop
The metaverse, online communities, and (real) urban space (2022)The metaverse, online communities, and (r…Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse (2022)Identifying World Types to De…The metaverse as virtual heterotopia (2021)The metaverse as virtual hete…Designing conceptual articles: four approaches (2020)Designing conceptual articles…“Space of Flows, Space of Places: Materials for a Theory of Urbanism in the Information Age” (2020)“Space of Flows, Space of Pla…Improving public participation in spatial planning with Web 2.0 tools (2012)Improving public participatio…Towards a Geography of Communication (2006)Towards a Geography of Commun…Life Online: Researching Real Experience in Virtual Space (1998)Life Online: Researching Real…Redefining Public Space: The Evolution of Meaning in the Digital Era (2024)Redefining Public Space: The …Social Commerce and Metaverse in a New Virtual World (2023)Social Commerce and Metaverse…A Ladder Of Citizen Participation (1969)4 What Is Web 2.0? Design Patterns and Business Models for the Next Generation of Software (2012)Cultural factors affecting urban planners’ intentions to regulate public space in Prishtina, Kosovo (2014)A Grounded Theory approach for deconstructing the role of participation in spatial planning: Insights from Nature Park Medvednica, Croatia (2017)The Wealth of Networks (2017)Forces shaping urban morphology in Southern Africa Today: unequal interplay among people, practice and policy (2019)International Journal of Physical Distribution and Logistics Management (1990)Evolving to a New Dominant Logic for Marketing (2003)The Uses of Argument (2003)Understanding Customer Experience Throughout the Customer Journey (2016)Conceptualising overtourism: A sustainability approach (2020)Guidelines for advancing theory and practice through bibliometric research (2022)Experience and Education (1986)From game design elements to gamefulness (2011)Gamification in Education: A Systematic Mapping Study (2015)Metaverse and Sustainability: Systematic Review of Scientific Publications until 2022 and Beyond (2022)Learners in the Metaverse: A Systematic Review on the Use of Roblox in Learning (2023)Metaverse for service industries: Future applications, opportunities, challenges and research directions (2023)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)How We Became Posthuman (1999)Shanghai Fashion and Post-1990s Youth Through the Phygital Lens (2022)Heterotopia images of fashion space represented on Instagram - Focusing on the case of Ader Space in Korea - (2023)Knowledge and Food Sustainability: the Metaverse as a New Economic-Environmental Paradigm (2023)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Stress, social support, and the buffering hypothesis. (1985)Evaluating the Fit of Structural Equation Models: Tests of Significance and Descriptive Goodness-of-Fit Measures (2003)Space and Place: The Perspective of Experience (1979)Rethinking the Public Sphere: A Contribution to the Critique of Actually Existing Democracy (1990)The structural transformation of the public sphere: an inquiry into a category of bourgeois society (1990)Network Ethnography and the Hypermedia Organization: New Media, New Organizations, New Methods (2002)Tracing the Everyday 'Sitings' of Adolescents on the Internet: a strategic adaptation of ethnography across online and offline spaces (2003)Researching online populations: the use of online focus groups for social research (2005)Constructing a centre on the periphery: urbanization and urban design in the island city of Nuuk, Greenland. (2014)Soziologie der Mobilität (2022)Stewardship of Industrial Heritage Protection in Typical Western European and Chinese Regions: Values and Dilemmas (2022)Travels in Thirdspace (2008)Mediatized tourism (2011)Journalism To Go: The changing spaces of news consumption (2015)
this work references cited by second hop

References

  • 2020Designing conceptual articles: four approaches2,209 cited
  • 1998Life Online: Researching Real Experience in Virtual Space493 cited
  • 2022Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse282 cited
  • 2020“Space of Flows, Space of Places: Materials for a Theory of Urbanism in the Information Age”111 cited
  • 2021The metaverse as virtual heterotopia58 cited
  • 2012Improving public participation in spatial planning with Web 2.0 tools37 cited
  • 2006Towards a Geography of Communication31 cited

Cited by

  • 2023Social Commerce and Metaverse in a New Virtual World8 cited
  • 2024Redefining Public Space: The Evolution of Meaning in the Digital Era5 cited

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