Evolution of discourses along human-computer interaction throughout computer game based teaching technology: The compentency building process of an individual

@article{Emad2012EvolutionOD,
  title={Evolution of discourses along human-computer interaction throughout computer game based teaching technology: The compentency building process of an individual},
  author={Sabine Emad and Alexandra Broillet and Wade Halvorson},
  journal={2012 IEEE International Professional Communication Conference},
  year={2012},
  pages={1-8}
}
Massive Multiplayer Online Gaming (MMOG) technology facilitates interactions between participants, each represented in a Virtual World environment by an Avatar. We examine student discourse recorded during a marketing case study exercise in the Virtual World, Second Life. Swiss and Australian university students collaborated `in-world' from their geographically remote locations with discourse only through four distinct types of communication tools, Text, Voice, Visual and what we identify as… CONTINUE READING

Figures, Tables, and Topics from this paper.

Citations

Publications citing this paper.
SHOWING 1-3 OF 3 CITATIONS

The competency building process of human computer interaction in game-based teaching: Adding the flexibility of an asynchronous format

  • IEEE International Professonal Communication 2013 Conference
  • 2013
VIEW 8 EXCERPTS
CITES BACKGROUND, METHODS & RESULTS
HIGHLY INFLUENCED

A Survey on Game Analytics in Massive Multiplayer Online Games

  • 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)
  • 2018
VIEW 2 EXCERPTS
CITES BACKGROUND

References

Publications referenced by this paper.
SHOWING 1-10 OF 31 REFERENCES

et al

K. Keeling
  • “Social Interaction with Virtual Beings: The Technology Relationship Interaction Model and Its Agenda for Research”, in Virtual Social Identity and Consumer Behavior, N.T. Wood and M.R. Solomon, Ed. New York: M.E. Sharpe
  • 2009
VIEW 6 EXCERPTS
HIGHLY INFLUENTIAL

Trabichet Jr., software creation for netnography research

J P.
  • 2011
VIEW 1 EXCERPT

Training and Collaboration with Virtual Worlds

A. Heiphetz, G. Woodill
  • Mc Graw Hill
  • 2010
VIEW 1 EXCERPT

2009) “I Don’t Know You

J. E. Brown, T. L. Tuten
  • But I Trust You: A Comparative Study of Consumer Perceptions in Real-Life and Virtual Worlds”, in Virtual Social Identity and Consumer Behavior, N.T. Wood and M.R. Solomon, Ed. New York: M.E. Sharpe
  • 2009
VIEW 1 EXCERPT

I

R. V Kozinets, R. Kedzior
  • Avatar: Auto-Netnographic Research in Virtual Worlds”, in Virtual Social Identity and Consumer Behavior, N. T. Wood and M. R. Solomon, Ed. M. E. Sharpe, New York
  • 2009
VIEW 3 EXCERPTS

Performance in Second Life: some possibilities for learning and teaching” in Learning and Teaching in the Virtual World of Second Life

T. Sant
  • Judith Molka-Danielsen and Mats Deutschmann, Tapir Academic Press, Trondheim
  • 2009
VIEW 1 EXCERPT

Rhétorique de l ’ image ”

N. T. Wood, M. R. Solomon, Ed. M. E. Sharpe
  • Communications numéro 4
  • 2009

et al

W. Halvorson
  • Selling Green Dots in Second Life. Ivey Management Services, Richard Ivey School of Business, The University of Western Ontario
  • 2009

Similar Papers

Loading similar papers…