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Titlebook: Virtual Social Networks; Mediated, Massive an Niki Panteli (senior lecturer in Information Syste Book 2009 Palgrave Macmillan, a division o

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The Sexi(e)st of All: Avatars, Gender, and Online Games,at games provide for avatars, in all its multiple representations? Is it simply a stat-enhancing tool, or something more? These are some of the questions that drove us to explore more deeply how and why women choose their avatars and the ways in which they can now customize them, including avatar cr
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Niki Panteli (senior lecturer in Information Syste
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The Social Impact of Online Games: The Case of Germany,t al., 2006) of the massively multiplayer online role-playing game (MMORPG), . (.), which made online gaming a mass phenomenon, can be considered a major factor in this development of online gaming. In spring 2008, . was reported to have ten million paying subscribers.
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Community as Commodity: Social Networking and Transnational Capitalism,ays in which networked individuals approach their social networking. SNSs continue to grow, yet the balance between the technological features of such sites which support social networking and those which facilitate online advertising remains precarious, and frequently makes national and international news.
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Virtual Social Networks: A New Dimension for Virtuality Research, them have changed as well. The emergence of new technologies such as Web 2.0 technologies offers individuals opportunities for new ways of interacting, playing, working, and learning, and companies new ways for promoting and advertising their products and services and interacting with their custome
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VU @ Second Life: A Report on Experiences with the Development of a (Virtual) Community of Learnersion that virtual worlds are no longer the domain of a selective group of fanatical online gamers. For example, the number of registered residents in Second Life increased from two million at the beginning of 2007 to more than 12 million in February 2008, at times even reaching a growth of 1 million
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The Social Impact of Online Games: The Case of Germany,e also using the Internet for online gaming. In addition to the continual increase in Internet use, the impact of the ‘breakthrough hit’ (Ducheneaut et al., 2006) of the massively multiplayer online role-playing game (MMORPG), . (.), which made online gaming a mass phenomenon, can be considered a ma
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