2270 results in Computing and Society
1 - VERUS: A Multidisciplinary International Behavioral Study of Virtual World Users
- from Part I - Individual Behaviors and Dyadic Relationships
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- Social Interactions in Virtual Worlds
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- 15 June 2018
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- 05 July 2018, pp 13-42
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4 - Couples Who Slay Together, Stay Together: Benefits, Challenges, and Relational Quality among Romantic Couples Who Game
- from Part I - Individual Behaviors and Dyadic Relationships
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- Social Interactions in Virtual Worlds
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- 15 June 2018
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- 05 July 2018, pp 80-100
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Part IV - Techniques for Analyzing Game Data
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- Social Interactions in Virtual Worlds
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- 05 July 2018, pp 311-312
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Part I - Individual Behaviors and Dyadic Relationships
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- Social Interactions in Virtual Worlds
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- 15 June 2018
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- 05 July 2018, pp 11-100
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3 - From Good Associates to True Friends: An Exploration of Friendship Practices in Massively Multiplayer Online Games
- from Part I - Individual Behaviors and Dyadic Relationships
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- Social Interactions in Virtual Worlds
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- 15 June 2018
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- 05 July 2018, pp 62-79
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Part III - Understanding Culture with Games
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- Social Interactions in Virtual Worlds
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- 05 July 2018, pp 251-310
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14 - Using Massively Multiplayer Online Game Data to Analyze the Dynamics of Social Interactions
- from Part IV - Techniques for Analyzing Game Data
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- Social Interactions in Virtual Worlds
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- 05 July 2018, pp 375-416
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12 - The Power of Social Features in Online Gaming
- from Part IV - Techniques for Analyzing Game Data
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- Social Interactions in Virtual Worlds
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- 15 June 2018
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- 05 July 2018, pp 313-336
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Contributors
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- Social Interactions in Virtual Worlds
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- 05 July 2018, pp ix-xii
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5 - Virtual Team Communication Norms: Modeling the Mediating Effects of Relational Trust, Presence, and Identity on Conversational Interactivity, Openness, and Satisfaction
- from Part II - Groups: Norms, Leadership, and Virtual Organizations
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- Social Interactions in Virtual Worlds
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- 15 June 2018
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- 05 July 2018, pp 103-129
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Introduction
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- Social Interactions in Virtual Worlds
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- 05 July 2018, pp 1-10
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6 - Toxic Allies and Caring Friends: Social Systems and Behavioral Norms in League of Legends and Guild Wars 2
- from Part II - Groups: Norms, Leadership, and Virtual Organizations
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- Social Interactions in Virtual Worlds
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- 05 July 2018, pp 130-161
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Part II - Groups: Norms, Leadership, and Virtual Organizations
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- Social Interactions in Virtual Worlds
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- 15 June 2018
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- 05 July 2018, pp 101-250
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2 - Understanding Aggressive and Nonaggressive Individual Behaviors in Massively Multiplayer Online Games
- from Part I - Individual Behaviors and Dyadic Relationships
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- Social Interactions in Virtual Worlds
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- 15 June 2018
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- 05 July 2018, pp 43-61
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7 - Management (Im)Material: Negotiating Leadership in Virtual Worlds
- from Part II - Groups: Norms, Leadership, and Virtual Organizations
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- Social Interactions in Virtual Worlds
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- 15 June 2018
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- 05 July 2018, pp 162-190
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Contents
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- Social Interactions in Virtual Worlds
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- 15 June 2018
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- 05 July 2018, pp v-viii
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8 - Virtual Organization and Online Games
- from Part II - Groups: Norms, Leadership, and Virtual Organizations
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- Social Interactions in Virtual Worlds
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- 15 June 2018
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- 05 July 2018, pp 191-217
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Social Interactions in Virtual Worlds
- An Interdisciplinary Perspective
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- 15 June 2018
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- 05 July 2018
7 - The state of cybersecurity in Indonesia
- from PART 2 - DIVERGENCE
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- Digital Indonesia
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- ISEAS–Yusof Ishak Institute
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- 12 January 2018
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- 09 May 2017, pp 110-124
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Map of Indonesia
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- Digital Indonesia
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- ISEAS–Yusof Ishak Institute
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- 12 January 2018
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- 09 May 2017, pp xxi-xxii
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