Epoq 2.2 Citations and Scholarly References
about Second Life and Virtual Worlds

Dr. Anthony Curtis – UNCP Mass Communcation – 910.521.6616 – acurtis@uncp.edu

Key words, acronyms and phrases:

3d, 3-d, 3D virtual reality world, art, archeology, avatar, blog, business, campus, codex, collaborative, communication, community, conference, consortium, convergence, culture, cyber, cyberpsychology, cyberspace, demographic, derive, digital storytelling, domain, dungeon, earth, education, educause, educause learning initiative, edutainment, eli, environment, galleries, gallery, game, game theory, games, gaming, global, horizon report, hypertext, initiative, interactive, internet, intuitive, learning, learning initiative, leisure, libraries, library, life, link, links, listserv, magazine, mass, massively multiplayer online games, massively multiuser online graphical environments, machinima, media, medium, metaphor, microblogging, mmog, mmoge, mmorpg, mmpog, motivation, mud, multi user dimension, multi user domain, multi user dungeon, multi user virtual environment, multimedia, multiplayer, multiuser, museum, muve, network, new media, news, news magazine, newspaper, next generation web, online, online games, organization, paper, pedagogy, photo, photographs, picture, place based, play, playing, podcast, presentation, proceedings, psychological, psychology, qualitative, radio, reality, recontextualizing, reference, repurposing, research, rpg, science, second, second life, serious leisure, sl, storytelling, synthesis, technology, teleoperators, television, theory, three dimension, today, tv, virtual, virtual reality, virtual world, vrml, web, web 1.0, web 2.0, website, wiki, work, world, world wide web

Cites and references:

Art Galleries:

Fernandes, A. R. H.C. Pires, R. Rodrigues (1998). A Virtual Interactive Art Gallery. In D. Bearman & J. Trant (Eds.) Proceedings of Museums & the Web Conference, Toronto, CA, April 1998 Retrieved October 5, 2006 from: http://www.archimuse.com/mw98/papers/fernandes/fernandes_paper.html

Archeology:

Barbieri, T. & P. Paolini (2001). Reconstructing Leonardo's ideal city – from handwritten codexes to webtalk-II: a 3D collaborative virtual environment system. VAST '01: Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage, 61–66. Retrieved October 6, 2006 from http://doi.acm.org/10.1145/584993.585003.

Business:

Castronova, E. (2006). Synthetic Worlds: The Business and Culture of Online Games Chicago: University of Chicago Press.

Convergence:

Kelly, D.P. (2007). Conflict within Convergence. Pembroke, NC: 2007-12-06. Published 2008-04-02: http://www.uncp.edu/home/acurtis/NewMedia/SecondLife/articles/ConflictWithinConvergence.html

Kelly, D.P. (2007). The Incredible Synthesis of Modern Media. Pembroke, NC: 2007-10-07. Published 2008-04-02: http://www.uncp.edu/home/acurtis/NewMedia/SecondLife/articles/IncredibleSynthesisOfModernMedia.html

Cultural Heritage:

Di Blas N., C. Poggi (2006). 3D for Cultural Heritage and Education: Evaluating the Impact. In J. Trant and D. Bearman (eds). Museums and the Web 2006: Proceedings, Toronto: Archives & Museum Informatics, published March 1, 2006 at http://www.archimuse.com/mw2006/papers/diblas/diblas.html

Education:

Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53, 86-107; from http://inkido.indiana.edu/research/onlinemanu/papers/QA_ETRD.pdf

Bartle, R. (1999). Early MUD history. Retrieved October 5, 2006 from: http://www.mud.co.uk/richard/mudhist.htm

Clarke, J., & Dede, C. (2005). Making learning meaningful: An exploratory study of using multi-user environments (MUVEs) in middle school science. Presented at AERA, Montreal, April, 2005; from http://muve.gse.harvard.edu/rivercityproject/documents/aera_2005_clarke_dede.pdf

Dieterle, E., & J. Clarke (under review). Multi-user virtual environments for teaching and learning. In M. Pagani (Ed.), Encyclopedia of multimedia technology and networking (2nd ed). Hershey, PA: Idea Group, Inc. Retrieved November 10, 2006 from: http://muve.gse.harvard.edu/rivercityproject/documents/MUVE-for-TandL-Dieterle-Clarke.pdf

Ducheneaut, N. and R.J. Moore (2005) "More than Just 'XP': Learning Social Skills in Massively Multiplayer Online Games. Interactive Technology and Smart Education, 2(2), 89-100.  Retrieved October 15, 2006 from: http://www2.parc.com/csl/members/nicolas/documents/ITSE.pdf

EDUCAUSE (2005). 7 Things You Should Know About... (emerging learning technologies and related practices). EDUCAUSE Learning Initiative (ELI) series. Updated annually. Retrieved 2008.   http://www.educause.edu/7ThingsYouShouldKnowAboutSeries/7495

Pepper, Mark (2008). Annotated Bibliography of Second Life Educational Online Resources. Perdue University.
Bibliography of articles, websites, and research papers on the uses for Second Life as an educational tool. Headings: Articles of General Info, Blogs, Conference Papers/Presentations, Listservs/Boards/Community, Organizations/Media Companies, Pedagogy, Research, Virtual Campuses, Wikis
http://web.ics.purdue.edu/~mpepper/slbib

Stebbins, R.A. (1992). Amateurs, Professionals and Serious Leisure. Montreal: McGill-Queen’s University Press.

Steinkuehler, C. A. (2004). Learning in massively multiplayer online games In Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, & F. Herrera (Eds.), Proceedings of the Sixth International Conference of the Learning Sciences (pp. 521-528). Mahwah, NJ: Erlbaum. Retrieved October 6, 2006 from: https://mywebspace.wisc.edu/steinkuehler/web/papers/SteinkuehlerICLS2004.pdf

Steinkuehler, C. & Williams, D. (2006). Where everybody knows your (screen) name: Online games as "third places." Journal of Computer-Mediated Communication, 11(4). Retreived October 6, 2006 from: http://jcmc.indiana.edu/vol11/issue4/steinkuehler.html

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. Retrieved October 6, 2006 from: http://www.nickyee.com/pubs/Yee%20-%20MMORPG%20Demographics%202006.pdf

Yee, N. (2006). The Labor of Fun: How Video Games Blur the Boundaries of Work and Play. Games and Culture 1, 68-71 Retrieved October 6, 2006 from: http://www.nickyee.com/pubs/Yee%20-%20Labor%20of%20Fun%20(2006).pdf

Machinima:

Cefrey, Holly. (2008) Career Building through Machinima: using video games to make movies. Rosen Publishing Group.

Curtis, Anthony R. (2008) Machinima Introduction. Found at http://www.uncp.edu/home/acurtis/NewMedia/Machinima/MachinimaIntro.html

Hancock Hugh & Johnnie Ingram. (2007) Machinima for Dummies For Dummies.

Hawkins, Brian. (2005) Real-Time Cinematography for Games. Charles River Media.

Marino, Paul. (2004) 3D Game-Based Filmmaking: The Art of Machinima. Paraglyph.

Morris, Dave & Matt Kelland, Dave Lloyd (2005), Machinima. Course Technology PTR.

Rymaszewski, Michael, & Wagner James Au, Cory Ondrejka, Richard Platel, Sara Van Gorden, Jeannette Cezanne, Paul Cezanne, Benjamin Batstone-Cunningham, Aleks Krotoski, Celebrity Trollop, Jim Rossignol. (2008) Second Life: The Official Guide. 2nd Ed. Sybex.

Museums:

Barbieri, T. & P. Paolini (2001). Cooperation Metaphors for Virtual Museums. In D. Bearman & J. Trant (Eds.) Proceedings of the Museums and the Web Conference, 2001, Seattle, WA. Retrieved October 6, 2006 from: http://www.archimuse.com/mw2001/papers/barbieri/barbieri.html

Corcoran, F., J. Demaine M. Picard, L. Dicaire & J. Taylor (2002). INUIT3D: An Interactive Virtual 3D Web Exhibition. Proceedings of the Museums & Web Conference, Boston, MA 2002. Retrieved from: http://www.archimuse.com/mw2002/papers/corcoran/corcoran.html

Di Blas, N., E. Gobbo and P. Paolini, (2005). 3D Worlds and Cultural Heritage: Realism vs. Virtual Presence, in J. Trant and D. Bearman (Eds.). Museums and the Web 2005: Proceedings, Toronto: Archives & Museum Informatics, published March 31, 2005 at http://www.archimuse.com/mw2005/papers/diBlas/diBlas.html

Di Blas, N., S. Hazan, & P. Paolini (2003). The SEE experience. Edutainment in 3D virtual worlds. In D. Bearman & J. Trant (Eds.) Museums and the Web 2003, Selected papers from an international conference. Boston: Archives & Museum Informatics. 173-182. Also available http://www.archimuse.com/mw2003/papers/diblas/diblas.html

Lucey-Roper M. (2006). Discover Babylon: Creating A Vivid User Experience By Exploiting Features Of Video Games And Uniting Museum And Library Collections, in J. Trant and D. Bearman (eds.). Museums and the Web 2006: Proceedings, Toronto: Archives & Museum Informatics, published March 1, 2006 at http://www.archimuse.com/mw2006/papers/lucey-roper/lucey-roper.html

Orr, N., (2006) “Museum Volunteering: Heritage as ‘Serious Leisure’” International Journal of Heritage Studies 12(2), 194-210.

Taylor, J.H. & J. Ryan. (1995) “Museums and Galleries on the Internet.” Internet Research: Networking Applications and Policy, 5(1), 80-88.

Tolva, J., (2005). Recontextualizing the Collection: Virtual Reconstruction, Replacement, and Repatriation, in J. Trant and D. Bearman (eds). Museums and the Web 2005: Proceedings, Toronto: Archives & Museum Informatics, published March 31, 2005 at http://www.archimuse.com/mw2005/papers/tolva/tolva.html

Urban, R. et al., A Second Life for Your Museum: 3D Multi-User Virtual Environments and Museums In J. Trant and D. Bearman (eds). Museums and the Web 2007: Proceedings. Toronto: Archives & Museum Informatics, published March 31, 2007 at http://www.archimuse.com/mw2007/papers/.

New Media:

Curtis, Anthony R. (2008) New Media of Mass Communication. Found at http://www.uncp.edu/home/acurtis/NewMedia/NewMediaCommunicationTechnologies.html

New Media Consortium. Horizon Report (2004-2008). Retrieved 2008. Annually describes the continuing work of the NMC's Horizon Project, a research-oriented effort that seeks to identify and describe emerging technologies likely to have considerable impact on teaching, learning, and creative expression within higher education. Each of the editions of the report highlights several technologies that the underlying research suggests will become very important to higher education over the next one to five years. Horizon Report is an effort of NMC also supported by EDUCAUSE.  New Media Consortium (NMC) is an international consortium of 250 colleges, universities, and museums dedicated to the exploration and use of new media and new technologies. The consortium inspires development of new applications of technology to support learning and creative expression and sponsors programs and activities designed to stimulate innovation, collaboration, and excellence.  EDUCAUSE is a nonprofit association of 2,200 colleges, universities, educational organizations, including 250 corporations, with 17,000 active members dedicated to advancing higher education information technology.  EDUCAUSE Learning Initiative (ELI) is a community that works together to stay on the leading edge of teaching and learning with technology through a focus on learners, interaction and engagement, and learning technologies.

  • 2008 Horizon Report:     NMC     EDUCAUSE
  • 2007 Horizon Report:     NMC     EDUCAUSE
  • 2006 Horizon Report:     NMC     EDUCAUSE
  • 2005 Horizon Report:     NMC     EDUCAUSE
  • 2004 Horizon Report:     NMC

    Psychology:

    Blascovich, J., Loomis, J., Beall, A., Swinth, K., Hoyt, C., & Bailenson, J. (2002). Immersive virtual environment technology as a methodological tool for social psychology. Psychological Inquiry, 13(2), 103-124; from http://vhil.stanford.edu/pubs/2002/blascovich-IVET.pdf

    Suler, John (1996). The Psychology of Cyberspace. Rider University: Department of Psychology, Science and Technology Center.
    Originally published online in 1996, frequently revised and expanded, retrieved 2008. Hypertext book explores psychological aspects of Internet environments created by computers and online networks; presents an evolving conceptual framework for understanding how people react to and behave within cyberspace. Author introduces terms: psychology of cyberspace and cyberpsychology.
    http://www-usr.rider.edu/~suler/psycyber/psycyber.html

    Qualitative Research:

    Creswell, John W. (2002) Research Design: Qualitative & Quantitative and Mixed Methods Approaches. 2nd ed. Thousand Oaks, CA: Sage Publications.

    Hult, Christine A. (2006) Research and Writing Across the Curriculum. 3rd Ed. Needham Heights, MA: Allyn & Bacon Longman.

    Kennedy, Shirley Duglin. (1998) Best Bet Internet: Reference and Research When You Don't Have Time to Mess Around. Chicago: American Library Association Editions.

    Leedy, Paul D. (2005) Practical Research: Planning and Design. 8th Ed. Upper Saddle River, NJ: Merrill/Prentice Hall.

    Lester, James D. and James D. Lester Jr. (2004) Writing Research Papers: A Complete Guide. 11th Ed. Needham Heights, MA: Allyn & Bacon Longman.

    Strauss, A., & J. Corbin(1998). Basics of qualitative research. Thousand Oaks, CA: Sage.

    Taylor, George R. (2000) Integrating Quantitative and Qualitative Methods in Research. Lanham, MD:University Press of America.

    Storytelling:

    Curtis, Anthony R. (2008) Digital Storytelling. Found at http://www.uncp.edu/home/acurtis/NewMedia/DigitalStorytelling/DigitalStorytellingExamples.html

    Johnson, B. (2005). Place-based Storytelling Tools: A new look at Monticello , in J. Trant and D. Bearman (eds.). Museums and the Web 2005: Proceedings, Toronto: Archives & Museum Informatics, published March 31, 2005 at http://www.archimuse.com/mw2005/papers/johnsonB/johnsonB.html

    Virtual Reality:

    Durbridge, N. (2004) Is VRML a Forgotten Language? MA Thesis. Retrieved November 30, 2006 from : http://emedia.brookes.ac.uk/neil/em7/diss2_final.pdf

    Economou, D., W.L. Mitchell,  S.R. Pettifer & A.J. West(1999). The Kahun project: CVE Technology Development Based on Real World Application and User Needs. Proceedings of VRST'99 ACM Symposium on Virtual Reality Software & Technology, 168-169.

    IBM Research. Innovation in Virtual Worlds. Retrieved 2008. Discusses what virtual worlds hold for the future of business and society; suggests they offer significant promise...and...are the next evolutionary phase of the Internet. Says IBM is advising clients and partners to conduct business inside virtual worlds. Describes a strategy of open source collaboration. Includes IBM guidelines for employees who work in virtual worlds.
    http://domino.research.ibm.com/comm/research_projects.nsf/pages/virtualworlds.index.html



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