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» The individual and the group in console gaming
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2006
Springer
13 years 11 months ago
Attracting Visitors - Using Computer Games Technology to Build a VR-Museum
A cultural institution such as a museum needs to attract visitors. Due to the fact that Internet has become an important information and marketing channel, the question of using a...
Ingvar Tjøstheim, Joachim Lous
ECAL
2007
Springer
14 years 1 months ago
A Multi-level Selection Model for the Emergence of Social Norms
We develop a multi-level selection model in the framework of indirect reciprocity. Using two levels of selection, one at the individual level and another at the group level, we pro...
Francisco C. Santos, Fabio A. C. C. Chalub, Jorge ...
ACMACE
2009
ACM
14 years 2 months ago
The impact of virtual teamwork on real-world collaboration
With the rapid advance of online gaming and virtual reality technology, virtual teamwork has become increasingly popular. People spend more and more time working with others in 3D...
Lin Qiu, Wendy Weini Tay, Junwei Wu
CSCW
2004
ACM
14 years 1 months ago
In-group/out-group effects in distributed teams: an experimental simulation
Modern workplaces often bring together virtual teams where some members are collocated, and some participate remotely. We are using a simulation game to study collaborations of 10...
Nathan Bos, N. Sadat Shami, Judith S. Olson, Arik ...
IWEC
2003
13 years 9 months ago
Emotional effects of shooting activities: 'real' versus 'virtual' actions and targets
: The results of an empirical study are presented to investigate the relationship between different action types (real versus virtual shooting) and different target types (real ver...
Matthias Rauterberg