648 research outputs found

    Analysing qualitative data from virtual worlds: using images and text mining

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    There is an increasing interest within both organisational and social contexts in virtual worlds and virtual reality platforms. Virtual worlds are highly graphical systems in which avatars interact with each other, and almost every event and conversation is logged and recorded. This presents new challenges for qualitative researchers in information systems. This paper addresses the challenges of analyzing the huge amounts of qualitative data that can be obtained from virtual worlds (both images and text). It addresses how images might be used in qualitative studies of virtual worlds, and proposes a new way to analyze textual data using a qualitative software tool called Leximancer. This paper illustrates these methods using a study of a social movement in a virtual world

    Chaotic worlds: an analysis of World of Warcraft

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    Virtual worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual world. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we analyze players’ outcomes with WoW using chaos theory. Our paper suggests that players are highly sensitive to initial conditions which are impacted by style of play and the social structure of groups

    Social movements in world of warcraft

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    Virtual worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. In this paper we explore how collective action on a global scale is enabled by these virtual worlds. We used qualitative research to examine the organization of one social movement in World of Warcraft (WoW), the most widely used massively multiplayer online role playing game in the world. Using New Social Movement Theory, our paper suggests that there are a number of differences between real world and virtual world social movements, namely in their (a) locality, (b) issues, (c) periods of activity, (d) hierarchies, and (e) membership

    The co-evolution of the “social” and the “technology": a netnographic study of Social movements in virtual worlds

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    Virtual worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. One social phenomenon which has moved into the virtual world is the social movement, which are an important means of bringing out social, cultural and political changes through collective action. These social movements exist in an immersive technological ecosystem which is constantly evolving as designers release patches which change the way users “live” within these environments. Using a biography of artifacts approach, we explore not just the evolution of the technological artifact itself (the virtual world), but also its co-evolution with the social phenomena (a social movement). Using Netnography, a modified version of ethnography, and actornetwork theory, we explore a social movement in World of Warcraft, and observe how it evolves over time as changes to the virtual world are implemented

    Issues in the study of virtual world social movements

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    Virtual worlds are online three-dimensional worlds that are often constructed to look much like the real world. As more people begin to use these virtual worlds, virtual communities are emerging enabling various social activities and social interactions to be conducted online. Based on a literature review of social movements, virtual communities and virtual worlds, this paper suggests a framework to guide IS research into this new and exciting area

    Interview with James Myers, March 28 & 31, 2011

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    James Myers was interviewed on March 28 & 31, 2011 by Brad Miller about his childhood, collegiate years and teaching at Gettysburg College. He also discussed Carl Arnold Hanson\u27s presidency, the political unrest during that time, and how the college has changed during his time here. Length of Interview: 103 minutes Course Information: Course Title: HIST 300: Historical Method Academic Term: Spring 2011 Course Instructor: Dr. Michael Birkner \u2772 Collection Note: This oral history was selected from the Oral History Collection maintained by Special Collections & College Archives. Transcripts are available for browsing in the Special Collections Reading Room, 4th floor, Musselman Library. GettDigital contains the complete listing of oral histories done from 1978 to the present. To view this list and to access selected digital versions please visit -- http://gettysburg.cdmhost.com/cdm/landingpage/collection/p16274coll

    End Users Creating More Effective Software

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    Slides for my talk on various ways to create end user software

    Automatic, look-and-feel independent dialog creation for graphical user interfaces

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    Jade is a new interactive tool that automatically creates graphical input dialogs such as dialog boxes and menus. Application programmers write a textual specification of a dialog’s contents. This specification contains absolutely no graphical information and thus is look-and-feel inde-pendent. The graphic artist uses a direct manipulation graphical editor to define the rules, graphical objects, in-teraction techniques, and decorations that will govern the dialog’s look-and-feel, and stores the results in a look and feel database. Jade combines the application programmer’s specification with the look-and-feel database to automatically generate a graphical dialog. If necessary, the graphic artist can then edit the resulting dialog using a graphical editor and these edits will be remembered by Jade, even if the original textual specification is modified. By eliminating all graphical references from the dialog’s content specification, Jade requires only the absolutely minimum specification from the application programmer. This also allows a dialog box or menu’s look and feel to be rapidly and effortlessly changed by simply switching look and feel databases. Finally, Jade permits complex inter-field relationships to be specified in a simple manner

    A Pilot Study of the Safety and Usability of the Obsidian Blockchain Programming Language

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