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The first noble truth of CyberSpace: people are people (even when they MOO)

Published: 01 January 1998 Publication History
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References

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Allen, C. Virtual Identities: The Social Construction of Cybered Seh, es. Ph.D. Dissertation, Northwestern University, June 1996.
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American Psychological Association. Ethical principles of psychologists and code of conduct. American Psychologist, 47,(1992),1597-1611.
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Chemy, L. The MUD register: Conversational modes of action in a text-based virtual reality. Ph.D. Dissertation, Stanford University, December 1995.
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Curtis. P. and Nichols, D. MUDs Grow Up: Social Virtual Reality in the Real World Paper presented at the meeting of the Third International Conference on Cyberspace, Austin TX, 1993.
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Dalaimo, D. M. The Simulation of Selfhood in Cyberspac~ Unpublished doctoral dissertation, University of Nevada, Las Vegas, 1995.
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Donath, 3. Inhabiting the virtual city: The design of social environments for electronic communities. Ph.D. Dissertation, lkflT, 1996.
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Farmer, F. R., Social Dimensions of Habitat's Citizera3,1992.http:/hvwv.communities. com/comp any/p apers/cifizenry.html
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Goffman, E. The Presentation of Self in Everyday Life. New York: Doubleday, 1959.
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Oldenburg, R. The Great Good Place. New York: Paragon House, 1991.
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Rheingold, tL The Virtual Community: Homesteading on the Electronic Frontier. New York: Addison- Wesley Publishing, 1993.
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Schiano, D. J, Mental models of "MUDs": Just like being.where? "Psychonomics Society, Chicago, 1996.
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cover image ACM Conferences
CHI '98: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
January 1998
650 pages
ISBN:0201309874

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ACM Press/Addison-Wesley Publishing Co.

United States

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Published: 01 January 1998

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Author Tags

  1. MUDs
  2. identity
  3. network community
  4. shared space
  5. social computing
  6. virtual communities
  7. virtual worlds

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CHI98
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CHI98: ACM Conference on Human Factors and Computing Systems
April 18 - 23, 1998
California, Los Angeles, USA

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CHI '98 Paper Acceptance Rate 81 of 351 submissions, 23%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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Cited By

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  • (2022)Who Are You Online?Research Anthology on Game Design, Development, Usage, and Social Impact10.4018/978-1-6684-7589-8.ch095(1938-1955)Online publication date: 7-Oct-2022
  • (2020)Gamification and citizen motivation and vitality in smart cities: a qualitative meta-analysis studyGeoJournal10.1007/s10708-020-10295-087:2(1217-1230)Online publication date: 1-Oct-2020
  • (2019)Who Are You Online?International Journal of Cyber Behavior, Psychology and Learning10.4018/IJCBPL.20190701029:3(15-31)Online publication date: 1-Jul-2019
  • (2017)Serious games and the gamification of tourismTourism Management10.1016/j.tourman.2016.11.02060(244-256)Online publication date: Jun-2017
  • (2015)Exploring Gamification Techniques and Applications for Sustainable TourismSustainability10.3390/su708111607:8(11160-11189)Online publication date: 14-Aug-2015
  • (2015)VirtualityAnnual Review of Anthropology10.1146/annurev-anthro-102214-01422644:1(15-31)Online publication date: 21-Oct-2015
  • (2015)Children and Digital MediaHandbook of Child Psychology and Developmental Science10.1002/9781118963418.childpsy410(1-41)Online publication date: 23-Mar-2015
  • (2014)Gamification in TourismInformation and Communication Technologies in Tourism 201410.1007/978-3-319-03973-2_38(525-537)Online publication date: 9-Jan-2014
  • (2013)Value Sensitive Design and Information SystemsEarly engagement and new technologies: Opening up the laboratory10.1007/978-94-007-7844-3_4(55-95)Online publication date: 11-Dec-2013
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