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Literatur zum Thema MUVE, Lernen und Wissenschaft in Virtuellen Welten


Inhaltsverzeichnis

Besondere Empfehlungen

Balkin, J.M./Noveck, B.S. (Eds.) (2006). The State of Play. New York/London: New York University Press

Bartle, R.R. (2004). Designing Virtual Worlds. Berkeley: New Riders Publishing

Baumgartner, P./Reinmann, G. (Eds.) (2007). Überwindung von Schranken durch E-Learning. Innsbruck: Studienverlag

Beck, C./Wade, M. (2004). Got Game - How the Gamer Generation Is Reshaping Business Forever. Boston: Harvard Business School Publishing

Bell, L./Trueman, R.B. (2008). Virtual Worlds - Real Libraries. Medford: Information Today

Boellstorff, T. (2008). Coming Of Age In Second Life - An Anthropologist Explores the Virtually Human. Princeton/Oxford: Princeton University Press

Bogost, I. (2008). Unit Operations - An Approach To Videogame Criticism. Cambridge/London: The MIT Press

Bogost, I. (2007). Persuasive Games - The Expressive Power Of Videogames. Cambridge/London: The MIT Press

Castronova, E.(2007). Exodus to the Virtual World. New York: Palgrave MacMillan

Castronova, E.(2005). Synthetic Worlds. Chicago: The University of Chicago Press

Corneliussen, H.G./Rettberg, J.W. (Eds.) (2008). Digital Culture, Play, And Identity. Cambridge/London: The MIT Press

Dede, C. (2006). Online Professional Development for Teachers. Cambridge: Harvard Education Press

Fromme, J./Sesink, W. (Eds.) (2008). Pädagogische Medientheorie. Wiesbaden: VS Verlag für Sozialwissenschaften

Gee, J.P. (2003). What Video Games Have To Teach Us About Learning And Literacy. New York: Palgrave MacMillan

Gee, J.P. (2007). Good Video Games + Good Learning. Collected Essays on Video Games, Learning and Literacy. Peter Lang: New York

Gibson,D./Aldrich,C./Prensky,M. (Hrsg.) (2007). Games and Simulations in Online Learning: Research and Development Frameworks. Hershey/London: Information Science Publishing.

Huizinga, J. (2006). Homo Ludens - Vom Ursprung der Kultur im Spiel. Reinbek: Rowohlt.

Jenkins, H. (2006). Convergence Culture - Where Old And New Media Collide. New York: New York University Press

Joinson, A./McKenna, K./Postmes, T./Reips, U.-D. (Hrsg.) (2007). The Oxford Handbook of Internet Psychology. Oxford: Oxford University Press

Kapp, K.M./O'Driscoll, T. (2010). Learning in 3D. San Francisco: John Wiley and Sons.

Klimmt, C. (2006), Computerspielen als Handlung. Köln: Halem Verlag.

Lober, A. (Ed.) (2007). Virtuelle Welten werden real. Hannover: Heise Verlag.

Mainzer, K. (1999). Computernetze und virtuelle Realität - Leben in der Wissensgesellschaft. Berlin/Heidelberg/New York: Springer-Verlag.

McLuhan, Marshall (1962). The Gutenberg Galaxy. Toronto: University Press.

McLuhan, Marshall (1994). Understanding Media. Cambridge, MA: MIT Press

Meadows, M.S. (2008). I, Avatar - The Culture and Consequences of Having a Second Life. Berkeley: New Riders.

Melzer, M. (2008). Second Life Programmierung mit der Linden Scripting Languauge. München: Carl Hanser Verlag

Merkt, M./Mayrberger, K./Schulmeister, R./Sommer, A./van den Berk, I. (Eds.) (2007). Studieren neu erfinden - Hochschule neu denken. Münster/New York/München/Berlin: Waxmann

Molka-Danielsen, J./Deutschmann, M. (Eds.) (2009). Learning And Teaching In The Virtual World Of Second Life. Trondheim: Tapir Academic Press

Nielsen, S.E./Smith, J.H./Tosca, S.P. (2008). Understanding Video Games. New York: Routledge.

Prensky, M. (2007). Digital Game-Based Learning. St. Paul, MN: Paragon House.

Prensky, M. (2006). "Don't Bother Me Mom - I'm Learning!". St. Paul, MN: Paragon House.

Reeves, B./Nass, C. (2002) The Media Equation - How People Treat Computers, Television, and New Media Like Real People and Places. Stanford: CSLI Publications.

Reeves, B./Read, J.L. (2009) Total Engagament - Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Boston, MA: Harvard Business Press

Rufer-Bach, K. (2009) The Second Life Grid. Indianapolis: Wiley.

Russel, D. (Ed.)(2010). Cases on Collaboration in Virtual Learning Environments - Processes and Interactions. Hershey, PA, IGI Global.

Salen, K./Zimmerman, E. (2004). Rules of Play - Game Design Fundamentals. Cambridge, MA: MIT Press

Salen, K. (Ed.) (2008). The Ecology of Games - Connecting Youth, Games, and Learning. Cambridge/London: The MIT Press.

Schroeder, R./Axelsson, A.-S. (Eds.) (2006). Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments. Dordrecht: Springer.

Schroeder, R. (Ed.) (2002). The Social Life of Avatars - Presence and Interaction in Shared Virtual Environments. London: Springer.

Shaffer, D. W. (2006). How Computer Games Help Children Learn. New York: Palgrave Macmillan.

Taylor, T.L. (2006). Play Between Worlds - Exploring Online Game Culture. Cambridge, MA: MIT Press

Turkle, S. (2005). The Second Self - Computers and the Human Spirit. Cambridge, MA, MIT Press

Walber, M. (2007). Selbststeuerung im Lernprozess und Erkenntniskonstruktion. Münster: Waxmann

Wankel, C./Kingsley, J. (2009). Higher Education in Virtual Worlds. Bingley, UK, Emerald Group Publishing

Wankel, C./Malleck, S. (2010). Emerging Ethical Issues of Life in Virtual Worlds. Charlotte, NC: Information Age Publishing.

Wark, M. (2007). Gamer Theory. Cambridge/London: Harvard University Press

Einige online verfügbare Texte

Alvarez, M. (2006). Second life and school: The use of virtual worlds in high school education. Manuscript, San Antonio TX. http://www.trinity.edu/adelwich/worlds/articles/trinity.manny.alvarez.pdf

Baumgartner, P. (2007). Didaktische Arrangements und Lerninhalte - Zum Verhältnis von Inhalt und Didaktik im E-Learning. In: Überwindung von Schranken durch E-Learning. Hrsg.: Baumgartner, P./Reinmann, G.. Innsbruck-Wien-Bozen, StudienVerlag. http://www.peter.baumgartner.name/article-de/didaktik-und-lerninhalte.pdf/view

Baumgartner, P., Zauchner, S. (2007). Freie Bildungsresourcen im didaktischen Kontext. In: DeLFI 2007: 5. e-Learning Fachtagung Informatik - Proceedings. Hrsg.: Eybl, C., Magenheim, J.,Schubert, S., Wessner, M.. Bonn, Gesellschaft für Informatik. P-111: 57-66. http://www.peter.baumgartner.name/article-de/oer_didakt_kontext.pdf/view

Baumgartner, P., Zauchner, S. (2007). Herausforderung OER (Open Educational Resources). In: Studieren neu erfinden - Hocschule neu denken. Hrsg.: Merkt,M., Mayrberger, K., Schulmeister, R., Sommer, A., van den Berk, I.. Münster, Waxmann. 44: 244-252. http://www.peter.baumgartner.name/article-de/oer_herausforderung.pdf/view

Book, B. (2004). Moving beyond the game: Social Virtual Worlds. Paper State of Play 2 Conference 2004. http://www.virtualworldsreview.com/papers/BBook_SoP2.pdf

Bopp, M. (2005). Immersive Didaktik: Verdeckte Lernhilfen und Framingprozesse in Computerspielen. kommunikation@gesellschaft, Jg. 6(2). http://www.soz.uni-frankfurt.de/K.G/B2_2005_Bopp.pdf

Boyd, D. M./Ellison, N. B. (2007). Social network sites: Definition, history, and scholarship. Journal of Computer-Mediated Communication, 13(1), article 11. http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html

Castronova, E. (2001). Virtual worlds: A first-hand account of market and society on the cyberian frontier. The Gruter Institute Working Papers, 2(1), 1-66. http://www.bepress.com/cgi/viewcontent.cgi?article=1008&context=giwp

Castronova, E. (2002). On virtual economies. CESifo Working Paper Series No. 752, 2002(752). http://papers.ssrn.com/sol3/papers.cfm?abstract_id=338500

Castronova, E. (2003a). The price of ‘man’ and ‘woman’: A hedonic pricing model of avatar attributes in a synthetic world. CESifo Working Paper Series, 957. http://papers.ssrn.com/sol3/papers.cfm?abstract_id=415043

Castronova, E. (2003b). Theory of the avatar. CESifo Working Paper Series, 863. http://papers.ssrn.com/sol3/papers.cfm?abstract_id=385103

Castronova, E. (2004a). Game development and social science. Journal of Game Development, 1(1), 91-94. http://papers.ssrn.com/sol3/papers.cfm?abstract_id=759925

Castronova, E. (2004b). The right to play. New York Law School Law Review, 49(185). http://www.nyls.edu/docs/castronova.pdf

Castronova, E. (2005a). On the research value of large games: Natural experiments in norrath and camelot. CESifo. http://papers.ssrn.com/sol3/papers.cfm?abstract_id=782826

Castronova, E. (2005b). Real products in imaginary worlds. Harvard Business Review(5/2005). http://doi.contentdirections.com/mr/hbsp.jsp?doi=10.1225/F0505C

Castronova, E. (2005c). Synthetic economies and the social question. CESifo. http://papers.ssrn.com/sol3/papers.cfm?abstract_id=782826

Castronova, E. (2006). A cost-benefit analysis of real-money trade in the products of synthetic economies. Info, 8(6). http://papers.ssrn.com/sol3/papers.cfm?abstract_id=917124

Cherbakov, L., Brunner, R., Smart, R., Lu, C. (2009). Virtual Spaces: Enabling Immersive Collaborative Enterprise, Part 1: Introduction to the opportunities and technologies. http://www.ibm.com/developerworks/webservices/library/ws-virtualspaces/

Cherbakov, L., Alther, R., Becker, C. (2009). Virtual Spaces: Enabling Immersive Collaborative Enterprise: Part 2: Implementation and lessons learned. http://www.ibm.com/developerworks/webservices/library/ws-virtualspaces2/index.html

Clarke, J., Dede, C. (2005). Making learning meaningful: An exploratory study of using multi-user environments (MUVEs) in middle school science. Paper presented at the American Educational Research Association Conference, Montreal, Canada. http://muve.gse.harvard.edu/rivercityproject/documents/aera_2005_clarke_dede.pdf

Conklin, M. (2007). 101 Uses for Second Life in the College Classroom. http://facstaff.elon.edu/mconklin/pubs/glshandout.pdf

Dede, C. (1995). The evolution of constructivist learning environments: Immersion in distributed, virtual worlds. Educational Technology, 9-10/1995, 46-52. http://www.virtual.gmu.edu/ss_pdf/constr.pdf

Dede, C. (1999). The role of emerging technologies for. Knowledge mobilization, dissemination, and use in education. Manuscript. http://www.chip.org/chip/courses/2001.6.872/content/papers/ETDL.pdf

Dede, C. (2003). Inquiry teaching for depth and coverage via multi-user virtual environments. Paper presented at the National Association for Research in Science Teaching, Dallas, TX. http://muve.gse.harvard.edu/muvees2003/documents/muvenarst2005paperfinal2.pdf

Dede, C. (2004a). Enabling distributed learning communities via emerging technologies - part one. THE Journal(9/2004). http://thejournal.com/articles/16909_6

Dede, C. (2004b). Enabling distributed learning communities via emerging technologies - part two. THE Journal(10/2004). http://thejournal.com/articles/16972_7

Dede, C. (2005). Planning for neomillenial learning styles. Educause Quarterly 1/2005. http://www.educause.edu/ir/library/pdf/EQM0511.pdf

Dede, C., Clarke, J., Ketelhut, D. J., Nelson, B., & Bowman, C. (2003). “students’ motivation and learning of science in a multi-user virtual environment”. http://muve.gse.harvard.edu/muvees2003/documents/motivation_muves_aera_2005.pdf

Dede, C., Ketelhut, D. J., Clarke, J., & Nelson, B. (2006). A multi-user virtual environment for building higher order inquiry skills in science. http://muve.gse.harvard.edu/rivercityproject/documents/rivercitysympinq1.pdf

Dede, C., Ketelhut, D. J., Ruess, K. (2003). Designing for Motivation and Usability in a Museum-based Multi-User Virtual Environment. http://muve.gse.harvard.edu/rivercityproject/documents/AELppr.pdf

Dede, C., Korte, S., Nelson, R., Valdez, G., & Ward, D. J. (2005a). Transforming learning for the 21st century: An economic imperative. Naperville, IL: Learning Point Associates. http://www.learningpt.org/tech/transforming.pdf

Dede, C., Nelson, B., Ketelhut, D. J., Clarke, J., & Bowman, C. (2004). Design based research strategies for studying situated learning in a multi-user virtual environment. Paper presented at the 6th international conference on Learning sciences, Santa Monica, CA. http://muve.gse.harvard.edu/muvees2003/documents/dedeICLS04.pdf

Dede, C., Nelson, B., Ketelhut, D. J., Clarke, J., & Bowman, C. (2005b). Design-based research strategies for developing a scientific inquiry curriculum in a multi-user virtual environment. Educational Technology, 45(1), 21-27. http://muve.gse.harvard.edu/rivercityproject/documents/nelson_edtech_nov2.pdf

De Freitas, Sara (2006). Learning in Immersive Worlds - A Review Of Game-Based Learning. JISC Report. London. http://www.jisc.ac.uk/media/documents/programmes/elearning_innovation/gaming%20report_v3.3.pdf

Dieterle, E., Clarke, J. (2007). Multi-user virtual environments for teaching and learning. In M. Pagani (Ed.), Encyclopedia of multimedia technology and networking (2nd ed). Herschey: IDEA Group Inc. http://muve.gse.harvard.edu/rivercityproject/documents/MUVE-for-TandL-Dieterle-Clarke.pdf

Ducheneaut, N. and Moore, R.J. (2005). More than just 'XP': Learning social skills in massively multiplayer online games. Interactive Technology and Smart Education, 2(2), pp. 89-100. http://www2.parc.com/csl/members/nicolas/documents/ITSE.pdf

Ducheneaut, N., Moore, R.J., Nickell, E. (2007). Virtual 'Third Places': A Case Study of Sociability in Massively Multiplayer Games. Computer Supported Cooperative Work. Springer. http://www2.parc.com/csl/members/nicolas/documents/JCSCW-Virtual_Third_Places.pdf

Ducheneaut, N., Yee, N., Nickell, E., and Moore, R.J. (2006). "Alone Together? Exploring the Social Dynamics of Massively Multiplayer Games." In conference proceedings on human factors in computing systems CHI 2006, pp.407-416. April 22-27, Montreal, PQ, Canada. http://www.nickyee.com/daedalus/archives/001539.php

Fetscherin, M., Lattemann, C. (2007). User Acceptance of Virtual Worlds. Rollins College, Winter Park FL/Potsdam University, Berlin EU. http://www.fetscherin.com/UserAcceptanceVirtualWorlds.htm

Fromme, J., Jörissen, B., Unger, A. (2008). Bildungspotenziale digitaler Spiele und Spielkulturen. In: Zeitschrift für Theorie und Praxis der Medienbildung, 15/16-2008. http://www.medienpaed.com/15/fromme0812.pdf

Gaggioli, A., Bassi, M., & Delle Fave, A. (2003). Quality of experience in virtual environments. In G. Riva, F. Davide & W. A. IJsselsteijn (Eds.), Being there: Concepts, effects and measurement of user presence in synthetic environments. Amsterdam: IOS Press. http://www.vepsy.com/communication/book4/4_08GAGGIOL.PDF

Galarneau, L. (2005). Spontaneous Communities of Learning: Learning Ecosystems in Massively Multiplayer Online Gaming Environments. http://ir.lib.sfu.ca/handle/1892/1629?mode=full

Gee, J.P. (2005). Learning by Design: Good Video Games as Learning Machines. E-Learning, Vol. 2, Nr.1. http://www.academiccolab.org/resources/documents/Game%20Paper.pdf

Goldstone, R. L., & Son, J. Y. (2005). The transfer of scientific principles using concrete and idealized simulations. The Journal of the Learning Sciences, 14, 69-110. http://cognitrn.psych.indiana.edu/rgoldsto/papers.html

Hartman, H. J. (2004). Muveing toward the future: Vygotsky in the virtual classroom. Paper presented at the Society for Information Technology and Teacher Education International Conference (SITE) 2004, Atlanta. http://condor.admin.ccny.cuny.edu/~hhartman/SITE04ConfProcedVygotMUVE.htm

Hayes, E. R. (2006). Situated learning in virtual worlds: The learning ecology of second life. Paper presented at the Annual AERC Proceedings. http://www.adulterc.org/Proceedings/2006/Proceedings/Hayes.pdf

Jakobsson, M. (2003). A Virtual Realist Primer to Virtual World Design. http://www.informatik.umu.se/nlrg/primer.pdf

Jenkins, H., Clinton, K., Purushotma, R., Robinson, A. J., & Weigel, M. (2006). Confronting the challenges of participatory culture: Media education for the 21st century. Chicago IL: McArthur Foundation. http://www.digitallearning.macfound.org/atf/cf/%7B7E45C7E0-A3E0-4B89-AC9C-E807E1B0AE4E%7D/JENKINS_WHITE_PAPER.PDF

Jensen, S.S. (2007). Reflective Designing for Actors and Avatars in Virtual Worlds. In: Heilesen, S./Jensen, S.S. (Eds.): Designing for Networked Communication: Strategies and Development. Hershey, London, Melbourne, Singapore: Idea Group. http://www.sitecenter.dk/musikfond/nss-folder/mappe/Designing%20for%20NC_proof_09.pdf

Jurnet, I. A., Beciu, C. C., & Maldonado, J. G. (2005). Individual differences in the sense of presence. Paper presented at the PRESENCE 2005: The 8th Annual International Workshop on Presence, London. http://www.temple.edu/ispr/prev_conferences/proceedings/2005/Jurnet,%20Beciu,%20Maldonado.pdf

Kemp, J., & Livingstone, D. (2006). Putting a second life “metaverse” skin on learning management systems. http://www.sloodle.com/whitepaper.pdf

Kemp, J.& Haycock, K. (2008). Immersive Learning Environments in Parallel Universes: Learning through Second Life. School Libraries Worldwide, Vol. 14, Nr. 2, July 2008, 89-97.

Ketelhut, D. J. (2006). Assessing scientific and technological self-efficacy: A measurement pilot. Paper presented at the American Educational Research Association, San Francisco, CA. http://muve.gse.harvard.edu/rivercityproject/documents/setsposterpaper.pdf

Ketelhut, D. J., Dede, C., Bowman, C., Nelson, B., & Clarke, J. (2007). Studying situated learning in a multi-user virtual environment. In E. Baker, J. Dickieson, W. Wulfeck & H. O'Neil (Eds.), Assessment of problem solving using simulations. Mahwah, NJ: Lawrence Erlbaum Associates. http://muve.gse.harvard.edu/rivercityproject/documents/KetelhutMUVESituated.pdf

Livingstone, D., & Kemp, J. (2006). Proceedings of the second life education workshop at the second life community convention 2006. Paper presented at the Second Life Education Workshop at the Second Life Community Convention 2006, San Francisco CA. http://secondlife.com/businesseducation/education/slcc2006-proceedings.pdf

Mantovani, F., & Castelnuovo, G. (2003). Sense of presence in virtual training: Enhancing skills acquisition and transfer of knowledge through learning experience in virtual environments. In G. Riva, F. Davide & W. A. IJsselsteijn (Eds.), Being there: Concepts, effects and measurement of user presence in synthetic environments. Amsterdam: IOS Press. http://www.vepsy.com/communication/book4/4_11MANTOV.PDF

Matusitz, J. (2007). The Implications of the Internet for Human Communication. Journal of Information Technology Impact, Vol.7, Nr.1, pp.21-34. http://jiti.net/v07/jiti.v7n1.021-034.pdf

Moore, P. (1995). Learning and teaching in virtual worlds: Implications of virtual reality for education. Australian Journal of Educational Technology, 11(2), 91-102. http://www.ascilite.org.au/ajet/ajet11/moore.html

Nova, N. (2005). A review of how space affords socio-cognitive processes during collaboration. PsychNology Journal, 3(2), 118-148. http://www.psychnology.org/File/PNJ3(2)/PSYCHNOLOGY_JOURNAL_3_2_NOVA.pdf

Oblinger, D.G./Oblinger, L.O. (2005). Educating the Net Generation. http://www.educause.edu/ir/library/pdf/

Ondrejka, Cory (2004). Escaping The Gilded Cage: User Created Content And Building The Metaverse. New York Law School Law Review, 49 (1), 81-101. http://www.nyls.edu/pdfs/v49n1p81-101.pdf

Ondrejka, Cory (2006). Finding Common Ground In New Worlds. Games and Culture 2006 (1). http://gac.sagepub.com/cgi/reprint/1/1/111.pdf

Ondrejka, Cory (2007).Collapsing Geography - Second Life, Innovation, and the Future of National Power. http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1023493#PaperDownload

O'Neill, S. (2005). Presence, place and the virtual spectacle. PsychNology Journal, 3(2), 149-161. http://www.psychnology.org/File/PNJ3(2)/PSYCHNOLOGY_JOURNAL_3_2_ONEILL.pdf

Paas, F., Renkl, A., Sweller, J. (2003). Cognitive Load Theory and Instructional Design: Recent Developments. Educational Psychologist 38(1). http://www.scribd.com/doc/47751/Sweller-Cognitive-Load-Theory-and-Instructional-Design

Pinchbeck, D. M., & Stevens, B. (2005). Presence, narrative and schemata. Paper presented at the PRESENCE 2005: The 8th Annual International Workshop on Presence, London. http://www.temple.edu/ispr/prev_conferences/proceedings/2005/Pinchbeck%20and%20Stevens.pdf

Prensky, M. (2001). Digital Natives, Digital Immigrants Part I. On the Horizon. NCB University Press, Vol. 9 No. 5, October 2001. http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf

Prensky, M. (2001). Digital Natives, Digital Immigrants Part II. On the Horizon. NCB University Press, Vol. 9 No. 6, October 2001. http://www.twitchspeed.com/site/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part2.htm

Pursel, B. K., & Bailey, K. D. (2004). Establishing virtual learning worlds: The impact of virtual worlds and online gaming on education and training.Unpublished manuscript. http://www.personal.psu.edu/staff/b/k/bkp10/vlw_working.pdf

Regenbrecht, H., & Schubert, T. (2002a). Measuring presence in augmented reality environments: Design and a first test of a questionnaire. Paper presented at the Fifth Annual International Workshop: PRESENCE 2002, Porto. http://www.temple.edu/ispr/prev_conferences/proceedings/2002/Final%20papers/Regenbrecht%20and%20Schubert.pdf

Regenbrecht, H., & Schubert, T. (2002b). Real and illusory interactions enhance presence in virtual environments. Presence: Teleoperators and Virtual Environments, 11(4), 425-434. http://www.personal.uni-jena.de/~sth/papers/regenbrecht_schubert_presence02.pdf

Regenbrecht, H., Schubert, T., & Friedmann, F. (1998). The experience of presence: Factor analytic insights. International Journal of Human-Computer Interaction, 10(3), 233-250. http://www.personal.uni-jena.de/~sth/papers/regenbrecht_schubert_friedmann_ijhci98.zip

Reno, L. A. (2005). Presence and mediated spaces: A review. PsychNology Journal, 3(2), 181-199. http://www.psychnology.org/File/PNJ3(2)/PSYCHNOLOGY_JOURNAL_3_2_RENO.pdf

Schulmeister, R. (2008). Gibt es eine 'Net Generation'?. http://www.izhd.uni-hamburg.de/pdfs/Schulmeister_Netzgeneration.pdf

Steinkuehler, C. (2005). Cognition & learning in massively multiplayer online games: A critical approach. UNIVERSITY OF WISCONSIN, MADISON. http://website.education.wisc.edu/steinkuehler/thesis.html

Steinkuehler, C., and Williams, D. (2006). Where everybody knows your (screen) name: Online games as "third places." Journal of Computer-Mediated Communication, 11(4), article 1. http://jcmc.indiana.edu/vol11/issue4/steinkuehler.html

Taylor, T.L. (1999). Life in Virtual Worlds: Plural Existence, Multimodalities, and Other Online Research Challenges. American Behavioral Scientist, Vol.43 No.3, 11/12 1999 http://www.itu.dk/~tltaylor/papers/Taylor-Methods.pdf

Taylor, T.L. (2002). Living Digitally: Embodiment in Virtual Worlds. in: R. Schroeder (Ed.)(2002). The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments. London: Springer. http://www.itu.dk/~tltaylor/papers/Taylor-LivingDigitally.pdf

Taylor, T.L. (2003). Intentional Bodies: Virtual Environments and the Designers Who Shape Them. Int. J. Engng Ed., Vol. 19/1 2003. http://www.itu.dk/~tltaylor/papers/Taylor-Designers.pdf

Taylor, T.L. (2004). The Social Design of Virtual Worlds: Constructing the User and Community Through Code. in: Consalvo, M. et al. (eds)(2004). Internet Research Annual Volume 1: Selected Papers from the Association of Internet Researchers Conferences 2000-2002. New York: Peter Lang. http://www.itu.dk/~tltaylor/papers/Taylor-SocialDesign.pdf

Taylor, T.L. (2006). Beyond Management: Considering Participatory Design and Governance in Player Culture. First Monday 7, 9/2006. http://firstmonday.org/issues/special11_9//taylor/

Van Eck, R. (2006). Digital Game Based Learning. Educause Review, vol. 41, No. 2, 3-4/2006. http://www.educause.edu/apps/er/erm06/erm0620.asp?bhcp=1

Williams, D./Yee, N./Caplan, S.E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication, Vol 13, Issue 4. http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/PDFSTART?CRETRY=1&SRETRY=0

Yee, N. (2006). The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments. (pp. 187-207) London: Springer-Verlag. http://www.nickyee.com/daedalus/archives/001539.php

Yee, N. (2006). The Labor of Fun: How Video Games Blur the Boundaries of Work and Play. Games and Culture , 1, 68-71. http://www.nickyee.com/daedalus/archives/001539.php

Yee, N., Bailenson, J.N., Urbanek, M., Chang, F., Merget, D. (in press). The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments. The Journal of CyberPsychology and Behavior. http://www.nickyee.com/daedalus/archives/001539.php

Yee, N. (2006). The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments, 15, 309-329. http://www.nickyee.com/daedalus/archives/001539.php

Yee, N (2007). Motivations for Play in Online Games. CyberPsychology and Behavior, 9, 772-775. http://www.nickyee.com/daedalus/archives/001539.php

Yu, T.W. (2009). Learning in the Virtual World: the Pedagogical Potentials of Massively Multiplayer Online Role Playing Games. International Education Studies, Vol 2 No. 1. http://ccsenet.org/journal/index.php/ies/article/viewFile/287/362

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Literaturliste 'Virtual Reality and Virtual Worlds' East Carolina University

Literaturliste S. Aurilio

Online Zeitschriften

British Journal of Educational Technology

Cybersociology Magazine

Information, Communication and Society

Innovate - Journal of Online Education

International Journal of Internet Science

IT&Society

Journal of Computer Mediated Communication

Journal of Online Behavior

Journal of Virtual Studies

Journal of Virtual Worlds and Education

Journal of Virtual World Research

New Media and Society

Presence

The Information Society

The Journal of Community Informatics

The International Journal of Virtual Reality

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