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Enregistrement W1504433775

The Virtual Tourist: Using the Virtual World to Promote the Real One

2010· article· en· W1504433775 sur OpenAlex
David C. Wyld

Pourquoi ce travail est dans la base

Une base qui oublie comment elle a trouvé un travail ne peut pas être vérifiée. Voici les voies qui ont admis celui-ci.

aboutLe titre ou le résumé porte un signal canadien du lexique géographique.
no affAucune affiliation canadienne : ce travail est invisible pour une base fondée sur la seule affiliation.
Aucune affiliation canadienne. Une base fondée sur la seule affiliation (le devis habituel) n'aurait jamais vu ce travail. C'est l'un des travaux qui justifient l'inversion de la base.

Notice bibliographique

RevueAdvances in competitiveness research · 2010
Typearticle
Langueen
DomaineSocial Sciences
ThématiqueDigital Games and Media
Établissements canadiensnon disponible
Organismes subventionnairesnon disponible
Mots-clésMetaverseThe InternetWorld Wide WebNoveltyComputer scienceVirtual worldNarrativeVirtual realityAvatarMultimediaInternet privacySociologyHuman–computer interactionPsychologyArtSocial psychology
DOInon disponible

Résumé

récupéré en direct d'OpenAlex

INTRODUCTION In age of Web 2.0, Gibson (2007) observed that it is important to remember newness of Web and living online, stating: The Internet is a new human activity in, I imagine, way cities were once a new human activity. And we're still coming up with novel things to do in cities. So Internet has some ongoing novelty value (n.p.). Today, as never before, people from around world are becoming connected in whole new, novel ways, most notably in virtual reality of virtual worlds, which have been categorized as being the next great information frontiers (Bush and Kisiel, 2007, p. 1). They are known rather synonymously as: MMOGs (massively multiplayer online games); MMORPGs (massively multi-player online role playing games); MUVEs (multi-user online virtual environments); or NVEs (networked virtual environments). Massively Multiplayer Online Games (MMOGs)--the umbrella term that be used in this report--can be defined as being: graphical two-dimensional (2-D) or three-dimensional (3D) videogames played online, allowing individuals, through their self-created digital characters or 'avatars,' to interact not only with gaming software but with other (Steinkuehler and Williams, 2006, n.p.). Writing in Harvard Business Review, Reeves, Malone, and O'Driscoll (2008) differentiated Second from MMOGs in following manner: unlike online games, virtual social worlds lack structured, mission-oriented narratives; defined character roles; and explicit goals (p. 62). In virtual social world of Second Life, there are no quests, no scripted play and no top down game plan (Sharp and Salomon, 2008). There is no embedded objective or narrative to follow. There are no levels, no targets, and no dragons to slay. It has been hailed as nothing less than evolution of computer game, as rather than having a ready-made character with a fixed purpose, one creates his or her own avatar with an open-ended existence (Hutchinson, 2007, n.p.). Thus, rather than being a Star Wars-like character or an armed, rogue warrior whose mission it is to shoot as many other characters as possible or to collect enough points or tokens to advance to next level, Second avatar traverses a virtual world--often flying teleporting from virtual place to virtual place. Virtual worlds are fast becoming an environment of choice for millions of individuals--and a very big business. Since its launch in January 2004, number of residents in Second has grown rapidly--to over 13 million in early 2008 (Linden Lab, 2008). Second is, in truth, but one slice--albeit a tremendously important one--of overall virtual worlds' marketplace. In fact, both in terms of population and revenue, Second is dwarfed in size by what Sellers (2007) aptly termed men in tights games, medieval-styled fantasy games such as--World of Warcraft, Runescape, Lineage, Ragnarok, and Everquest. In fact, in January 2008, World of Warcraft--the largest MMOG--surpassed astonishing mark of having 10 million active subscribers--at least a quarter of which are based in U.S. and Canada (Smith, 2008) and almost half of whom are based in China (Au, 2008a). MMOGs are fastest growing category of online gaming, with total number of MMOG players has been estimated to be in excess of 150 million worldwide (Varkey, 2008). Indeed, Jeff Jonas, who is Chief Scientist for IBM Entity Analytic Solutions, recently observed that: As virtual worlds create more and more immersive experiences and as global accessibility to computers increases, I can envision a scenario in which hundreds of millions of people become engaged almost overnight (quoted in O'Harrow, 2008, n.p.). While Second is not largest or first virtual world, it has gained general acceptance as a platform that has drawn most attention (Rollyson, 2007). In late 2007, Gartner predicted that by end of 2011, fully 80 percent of all active Internet users will have a 'second life,' but not necessarily in Second Life in developing sphere of virtual worlds (n. …

Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.

Prédiction distillée sur la base complète

Imitation des enseignants

Ni prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.

score de la tête « metaresearch » (Codex)0,006
score de la tête « metaresearch » (Gemma)0,002
Version: codex-gemma-dda1882f352aStatut de validation: machine_predicted_unvalidated
Catégories candidatesÉtudes des sciences et des technologies
Catégories consensuellesaucune
DomaineSignal candidat: aucune · Signal consensuel: aucune
Devis d'étudeSignal candidat: Sans objet · Signal consensuel: aucune
GenreSignal candidat: Empirique · Signal consensuel: Empirique
Score de désaccord entre enseignants0,980
Score d'incertitude au seuil1,000

Scores Codex et Gemma par catégorie

CatégorieCodexGemma
Métarecherche0,0060,002
Méta-épidémiologie (sens strict)0,0000,000
Méta-épidémiologie (sens large)0,0000,000
Bibliométrie0,0000,001
Études des sciences et des technologies0,0010,003
Communication savante0,0000,000
Science ouverte0,0020,000
Intégrité de la recherche0,0000,001
Charge utile insuffisante (le modèle a refusé de juger)0,0000,000

Scores machine (provisoires)

Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.

Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.

Tête enseignante Opus0,066
Tête enseignante GPT0,439
Écart entre enseignants0,373 · la distance entre les deux têtes enseignantes sur ce seul travail
Statut de validationscore_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découle