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Using Synthetic Worlds for Work and Learning

机译:使用合成世界进行工作和学习

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Synthetic worlds [Castronova 2005] are graphically-rich, three-dimensional (3D), electronic environments where members assume an embodied persona (i.e., avatars) and engage in socializing, competitive quests, and economic transactions with globally distributed others. Frequently categorized as technologies of play, synthetic worlds range from massively multiplayer online games (MMOGs) such as World of Warcraft, to virtual reality environments such as Second Life. Increasingly, educators, researchers and corporations are recognizing these 3D online spaces as legitimate communication media, thereby blurring the lines between work and play, and between reality and virtuality. In this panel, presented at the 2007 International Conference on Information Systems, we explore how the fluid work-play and reality-virtuality boundaries are negotiated and managed in practice. The panelists will rely on their research, conducted in educational, corporate and game environments, to address questions about learning, working and playing in these new media spaces.
机译:合成世界[Castronova 2005]是图形丰富的三维(3D)电子环境,成员在其中承担着具体的角色(即化身),并与全球分布的其他人进行社交,竞争性探索和经济交易。合成世界经常被归类为游戏技术,其范围从诸如《魔兽世界》之类的大型多人在线游戏(MMOG)到诸如《第二人生》之类的虚拟现实环境。教育者,研究人员和公司越来越多地将这些3D在线空间识别为合法的通信媒体,从而模糊了工作与娱乐之间以及现实与虚拟之间的界限。在2007年国际信息系统会议上的本小组讨论中,我们将探讨如何在实践中协商和管理流畅的工作流程和现实-虚拟性边界。小组成员将依靠他们在教育,公司和游戏环境中进行的研究,来解决有关在这些新媒体空间中学习,工作和娱乐的问题。

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