Academic literature on the topic 'Video game tourism'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Video game tourism.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Video game tourism"

1

Dubois, Louis-Etienne, and Chris Gibbs. "Video game–induced tourism: a new frontier for destination marketers." Tourism Review 73, no. 2 (May 14, 2018): 186–98. http://dx.doi.org/10.1108/tr-07-2017-0115.

Full text
Abstract:
Purpose This paper aims to expand the media-related tourism literature in a new domain of application by highlighting a connection between the world of video games and tourism. Design/methodology/approach Through deductive content analysis, this study looks at 137 online comments posted on popular gaming and travel websites that connect two popular video games (Assassin’s Creed II and Assassin’s Creed Unity) and travel motivation. Findings Results establish that video games share similar travel motivation elements with film and should be considered as a driver of tourism. It argues that destinations should consider video games as a platform for motivating tourists before they consider investing in virtual reality. It outlines opportunities for destinations interested in video game-induced tourism and calls for more research and case studies that link video games with destinations. Originality/value This is, to the authors’ knowledge, the first paper to investigate this connection. As such, it outlines untapped opportunities for destinations interested in video game-induced tourism and opens up a new line of research within media-related tourism literature.
APA, Harvard, Vancouver, ISO, and other styles
2

Vaghetti, Cesar Augusto Otero, Renato Sobral Monteiro-Junior, Mateus David Finco, Eliseo Reategui, and Silvia Silva da Costa Botelho. "Exergames Experience in Physical Education: A Review." Physical Culture and Sport. Studies and Research 78, no. 1 (June 1, 2018): 23–32. http://dx.doi.org/10.2478/pcssr-2018-0010.

Full text
Abstract:
Abstract Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educators’ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool. In this context, the aim is to conduct a brief review of the use of exergames in physical education curriculum, exploring school curriculum, digital culture, and motivation and enjoyment for the learning processes in the video game environment
APA, Harvard, Vancouver, ISO, and other styles
3

Álvarez, Ricardo, and Fábio Duarte. "Spatial Design and Placemaking: Learning From Video Games." Space and Culture 21, no. 3 (November 10, 2017): 208–32. http://dx.doi.org/10.1177/1206331217736746.

Full text
Abstract:
Spatial design and placemaking are fundamental to create a vibrant urban life, whereas video games are designed primarily for temporary amusement. However, they both share the same essence of creating large-scale artificial environments for human interaction as their fundamental value. Video game developers have been successfully using spatial design tools to create virtual environments to engage players and build narratives, understanding, and appropriating many characteristics of what makes a place tick. In this article, we argue that spatial design and placemaking could learn from video games development, by incorporating features ranging from storytelling and multiple viewpoints to participatory practices and flexible design.
APA, Harvard, Vancouver, ISO, and other styles
4

Zagała, Kacper, and Artur Strzelecki. "eSports Evolution in Football Game Series." Physical Culture and Sport. Studies and Research 83, no. 1 (September 1, 2019): 50–62. http://dx.doi.org/10.2478/pcssr-2019-0020.

Full text
Abstract:
AbstractSport used to be practiced and watched only live. Over time, it started to be broadcast by the radio or television. The development of sport on the Internet has led to the emergence of eSports and professionalization of virtual sports competitions. For some gamers playing computer games has turned into competition and later into the professionalization of the game. This paper explores the topic of electronic sports and virtual competition. It discusses eSports and the accompanying behaviors and practices. Authors delivered taxonomy of video game types, game modes and current phenomenon of both online and land-based tournaments as well eSports leagues. The paper also illustrates how gamers are preparing themselves for tournaments and a crucial role of gamers’ motivation. Authors present the FIFA football games series and its eSports application. The adopted research method allowed to obtain answers from n=452 gamers. Results show that 60% of gamers have been spending more than 7 hours a week playing games. More than half of gamers have been playing for more than ten years. Most players play in games because it is considered as a hobby. Most of the gamers consider eSports as a sport. Most of the players are also spectators, who had watched in streaming at least one eSports tournament We find that FIFA game series has an extensive eSports platform and filled the gap by exploring it. Gamers usually play 40 games each weekend in FIFA eSports league but casual eSports gamers and spectators rarely take part in land-based tournaments.
APA, Harvard, Vancouver, ISO, and other styles
5

Tongpaeng, Yootthapong, Pradorn Sureephong, and Suepphong Chernbumroong. "The Vocational Knowledge Improvement Method for the Post-Modern Worker: A Case Study of the Tourism MRA Body of Knowledge Standards." ECTI Transactions on Computer and Information Technology (ECTI-CIT) 13, no. 1 (October 20, 2019): 94–104. http://dx.doi.org/10.37936/ecti-cit.2019131.138615.

Full text
Abstract:
The ASEAN member countries are going to implement the Mutual Recognition Arrangement (MRA) of Qualifications of Tourism Professionals which is the framework of competency standards with the aim to promote the equality of human resources in the tourism industry and to facilitate the mobility of tourism professionals. However, vocational education and training don’t seem to provide knowledge improvement for the worker in the postmodern era since the completion rate of MOOCs is very low. Therefore, the aim of this paper is to propose a knowledge improvement method for knowledge workers who are working in the tourism industry. In this study, the cognitive load theory and interactive media were employed as methods which are able to improve the knowledge workers’ learning performance via mobile devices. Two experiments were performed in order to find the optimal length of video lectures and the effectiveness of interactive media in MOOCs. The first experiment was performed on sixty-two tourism industry knowledge workers who were divided into four groups randomly. Each group was loaded with different video lengths and different segmentations. The second experiment was done on the same focus group by separating them into control and experiment groups. The experiment group was assigned to use interactive media (2D learning game) right after the learning video. The results show that, by providing the same amount of learning time, the group who were using the smaller video lengths performed significantly better than the other due to lower load of information. Differences in knowledge tests were examined across different conditions of video lengths to measure the learning performance. As a result, the groups which were equipped with interactive media achieved higher test scores than those in non-interactive groups. The evaluation method for the performance test was the same as the first experiment. The results indicate that the interactive group with smaller size of video length performed significantly better than the other group exposed to traditional online learning (using long video in a non-interactive manner).
APA, Harvard, Vancouver, ISO, and other styles
6

Li, Yunpeng. "Research Based on Visual Sensors and VR in the Field of Visual Culture." Journal of Sensors 2021 (September 2, 2021): 1–11. http://dx.doi.org/10.1155/2021/2013303.

Full text
Abstract:
Visual sensors provide us with a wealth of multimedia data; one of the core parts of VR technology is to present people with a real and immersive simulation environment; the application of this technology makes the human narrative to achieve visual transformation and further strengthens the central position of visual culture. This paper studies the field of visual culture from two aspects of visual sensor and VR. In this paper, the HSV color model models task processing problems in visual sensor networks using separable load theory and studies ways to seek optimal task scheduling strategies to minimize the completion time of the visual task. This paper mainly uses literature research method, questionnaire survey method, and statistical analysis method to design a model image output process to explore the application of visual culture under the development of visual sensor and VR and analyzes the development status of film, game, and cultural tourism industry VR in the field of visual culture. Questionnaire data show that compared with traditional video games, more people chose games under the application of VR technology for entertainment; in VR game experience, more than 70% are satisfied with game color and style, operation form, scene design, and experience of VR game itself, which shows to some extent the role of visual sensor and VR in visual culture.
APA, Harvard, Vancouver, ISO, and other styles
7

Emara, Ahmed Hassan, Adham M. Hany Abulnour, and Mohammed Moustafa Ayoub. "Design Criteria for Pervasive Games in Historical Sites." Academic Research Community publication 2, no. 3 (December 18, 2018): 63. http://dx.doi.org/10.21625/archive.v2i3.346.

Full text
Abstract:
Video games can be considered a strong asset in the tourism industry. It is a form of media that allows for interactive experiences. It also allows the virtual reconstruction of historical sites and cities that are difficult or impossible to reconstruct physically, thus, introducing historical sites to a new generation. Pervasive gaming (playing on site) can help augment the tourist's experience by using 21st-century technologies, such as augmented reality, to reconstruct the site virtually and to let the player experience the history of the sites in a more engaging way. This paper aims to provide stakeholders (decision makers, preservation professionals, and game designers) with a guide on how to start the development process of a pervasive game in historical sites for the purpose of promoting the Egyptian architectural heritage to the next generation according to their understanding capacity and expectations. This paper presents pervasive gaming as a platform for the virtual restoration of historical monuments as well as the revival of the intangible aspects of these sites, particularly the historical stories associated with them.
APA, Harvard, Vancouver, ISO, and other styles
8

Delamere, Fern M., and Susan M. Shaw. "Playing with violence: Gamers’ social construction of violent video game play as tolerable deviance." Leisure/Loisir 30, no. 1 (January 2006): 7–25. http://dx.doi.org/10.1080/14927713.2006.9651339.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Waldner, Florian, Martin Zsifkovits, and Kurt Heidenberger. "Are service-based business models of the video game industry blueprints for the music industry?" International Journal of Services, Economics and Management 5, no. 1/2 (2013): 5. http://dx.doi.org/10.1504/ijsem.2013.051862.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Et.al, Charanjit Kaur Swaran Singh. "A Review of Data Analysis for Gamification: Challenges, Motivations, Recommendations and Methodological Aspects." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (April 11, 2021): 928–60. http://dx.doi.org/10.17762/turcomat.v12i3.828.

Full text
Abstract:
Gamification is a significant pedagogical approach employed to facilitate learning not limited in educational setting but also across other domains. This pedagogical approach is a hot topic among academics from various disciplines. Various studies domains including education, social sciences, healthcare, tourism, engineering, translation, nursing, arts and applied arts have ventured into gamification to aid learning. Different analysis measures were employed by the researchers to carry out studies on experimental research using different samples to develop the articles. This study is developed with the aims to review and analyse the existing literature related to gamification adding to the research methodologies, types of data analyses, significant findings and also samples used to collect the data. The taxonomies developed based on the reviews made have been categorised based on challenges, motivations and recommendations extracted from the researchers who want to take gamification to the next level in different areas of studies. The researchers of this study conducted a systematic search on topics related to gamification, approaches used for the data analysis and studied on the types of data employed. Search on five main databases were carried out namely Scopus, EBSCHO, ScienceDirect, Web of Science and Taylors and Francis from 2012 September to January 2020. These databases searched were sufficient and dependable to write on gamification. Articles were carefully selected on the basis the researchers’’ inclusion and exclusion criteria (n = 312). The first percentage of the studies (n=19/312) focused on game elements in relation to the implementation of gamification across different age of the learners. This portion of the studies (n=107/312) discuss on digital badges, digital gamification/digital tool, game like educational apps. The second section of the study describe about game-based learning in relation to gamification that emphasised on pedagogies, teaching skills, teaching beliefs, lesson outcomes, theories, learners, emotional engagement, innovative teaching and environment. The portion of the studies (n=43/213) discuss on serious games specifically game principles, behaviour, collaborative work, video games and accommodation of psychological needs. The fourth portion (n=66/312) is on novel emerging trends in gamification namely flipped classroom, blended learning in gamification, collaborative learning and gamification, mobile learning and gamification, CLIL and gamification, MOOC and problem solving that led to transformative pedagogy. The fifth portion (30/312 is on game based eLearning and the last portion is on motivation (47/312). Technological advancement and rapid development in information and communication technologies has increase researchers’ interest to pursue research in gamification to use it as a meaningful pedagogical tool to sustain students’ learning.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Video game tourism"

1

Eklind, Anton, and Tjong Richard Jake Gracia. "Understanding Pop-culture Tourism : Analysis of incentives for travel behaviour and participation of pop-culture tourism products." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30849.

Full text
Abstract:
This study aims to explain the incentives and travel patterns for people who have consumed popculture tourism. Pop-culture refers to popular products such as video-games, comic-books, literature, film and t.v-shows. Pop-culture tourism refers to destinations and attractions based on popular culture products such as conventions, events, exhibitions, theme parks and destinations. This study takes on a qualitative approach in order to do so. The results were then analyzed through four different theories; Bourdieu’s theory on different capitals, his theory on habitus, his theory on fields and Lundberg & Lexhagen’s figure: Pop-culture Tourism: A Research Model. The results showed that the respondents social upbringing and (social) media consumption plays a central role in order for individuals to consume and partake in pop-culture tourism. Results did also show that cultural capital and social capitals was prominent for individuals who consume and partake in popculture tourism.
Denna studie har som syfte att belysa individers motiv och val att besöka pop-kultursrelaterade attraktioner och destinationer. Pop-kultur i denna uppsats syftar till populära produkter såsom tvspel, serietidningar, litteratur, film och tv-serier. Pop-kultursturism syftar till destinationer och attraktioner som är baserade på de sistnämnda vilket kan vara konventioner, event, utställningar, temaparker eller destinationer. Till denna studie har en kvalitativ ansats tillämpats för att besvara uppsatsens syfte och frågeställningar genom att utföra semi-strukturerade intervjuer. Intervjuerna analyserades sedan genom fyra olika teorier; Bourdieu’s teorier om kapital, fält och habitus samt Lundberg och Lexhagens modell “Pop-culture Tourism: A Research model”. Resultaten visade att exponering av pop-kultur i respondenternas uppväxt, sociala umgängen och (sociala) mediekonsumtion spelade en central roll i konsumtionen och deltagandet av pop-kultursturism. Resultaten visade även att kulturellt kapital (ett intresse av en viss pop-kulturell produkt) och socialt kapital (individens habitus) var betydande för individer som deltar i pop-kultursturism.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Video game tourism"

1

Carr, Paul. The unofficial tourists' guide to Second Life. New York: St. Martin's Griffin, 2007.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Graham, Pond, ed. The unofficial tourists' guide to Second Life. New York: St. Martin's Griffin, 2007.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Owens, Tuppy. The safer sex maniac's bible: A world review of sexuality, listings of erotic clubs in all major cities, and fun and games for your delectation. London: T. Owens, 1990.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Gibbons, William. Classifying Game Music. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0012.

Full text
Abstract:
This final chapter considers the ways in which video game music has rapidly entered the concert repertoire, and what that change might mean for how listeners, critics, and musicians understand classical music. In the wake of successful long-running concert tours such as Video Games Live (which pairs local orchestras with a traveling multimedia show) and Final Symphony, many financially strapped orchestras have embraced game music as a way of reaching out to millennial audiences, much to the chagrin of some traditionally minded audience members. Moreover, some groups have begun to advocate for reclassifying game music as classical, thus breaking down persistent barriers between high and low arts.
APA, Harvard, Vancouver, ISO, and other styles
5

Pond, Graham, and Paul Carr. The Unofficial Tourists' Guide to Second Life. St. Martin's Griffin, 2007.

Find full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Video game tourism"

1

Jiménez, Mauricio Pérez. "Reviews on the Narrative Status of Video Games." In Human-Computer Interaction, Tourism and Cultural Heritage, 124–32. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33944-8_11.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Esteves, Fábia, and Pedro Quelhas Brito. "Electronic Games as a Touristic Promotional Tool." In Handbook of Research on Resident and Tourist Perspectives on Travel Destinations, 389–418. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3156-3.ch018.

Full text
Abstract:
According to the World Tourism Organization (UNWTO), in 2017 tourism had the greatest international growth in seven years, and in 2018, international tourism grew 5% reaching the mark of 1.4 billion, a figure reached two years earlier than predicted. At the same time, in the last 40 years, the video game industry has grown steadily, with games beginning to be seen as one of the primary sources of entertainment. However, there are still few studies analyzing the impact of advertising tourist destinations on digital platforms such as video games. The use of video games in the tourist context may be an inspirational tool, supporting the development of new advertising strategies for tourism marketing. Although the connection between tourism and cinema is widely documented, little research has demonstrated a credible correlation between video games and tourists' attitude towards destinations.
APA, Harvard, Vancouver, ISO, and other styles
3

Bryl, Łukasz, Justyna Majewska, and Szymon Truskolaski. "Effects of the Covid-19 pandemic on sport, video game, and tourism industry: Sentiment analysis of press, internet articles, and Twitter data." In Towards the „new normal” after COVID-19 – a post-transition economy perspective, 137–51. Wydawnictwo Uniwersytetu Ekonomicznego w Poznaniu, 2021. http://dx.doi.org/10.18559/978-83-8211-061-6/ii2.

Full text
Abstract:
Purpose: The chapter examines the extent and level of the pandemic impact on sport, video game, and tourism industry by analyzing the emotional narration of articles related to Covid-19 effects on these industries so as to assess and predict the situation of industries during the pandemic and in the following years, but also to explain sources of positive sentiment for a given industry. Design/methodology/approach: The study provides a sentiment analysis of the global disclosure of the Covid-19 pandemic in the press, online articles, and social media (Twitter) with the use of three independent R packages. The final sample consisted of 142 articles; the oldest was published on January 23, 2020, whereas the newest one on October 14, 2020. Findings: Sentiment analysis revealed that the emotional tinge of the articles is much more positive for video games and soccer than in the case of tourism. In the case of video games and soccer, positive emotions such as “trust” or “anticipation” prevailed over much more common emotions of “fear” and “sadness” used about tourism. The impact of the pandemic was similar for video games and soccer, which was a mixture of negative and positive events. Research limitations/implications: Further research should use other resources such as the mass media or other data sources in addition to social media information and include a long-term analysis divided into stages of the pandemic as reactions and moods have been changing over time. Moreover, the factors influencing the perception of situations in different sectors of the economy should be identified in future research. Practical implications: The use of sentiment analysis shows that such quantification may be performed for new social phenomena before any hard (e.g., financial) data are available. Social implications: An approximation was obtained for quantifying the societal “general feeling” with regards to specific sectors affected by the pandemic. Originality and value: The chapter compares the response to the pandemic crisis of different sectors that reveal the sentiment contributing to the growth or difficulties of a given industry. The use of sentiment analysis enabled us to assess and predict the situation of industries during the pandemic before the hard and comprehensive data will occur.
APA, Harvard, Vancouver, ISO, and other styles
4

Patterson, Christopher B. "E-motion." In Open World Empire, 232–70. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.003.0008.

Full text
Abstract:
This chapter provides a conclusive stringing together of erotics, empire, and play by focusing on experiences of virtual tourism and conceiving of “the virtual other.” In video games, the virtual other places attention not onto this other but the inventor, the gazer, who has given up on obtaining a truthful and authentic access to the other and therefore sees them as virtual, somewhere between the real and the fake. Thinking through erotic methods found in the Asian confrontations of Roland Barthes, Michel Foucault, and Eve Sedgwick, this chapter argues that the modes of queer erotics in interactive media entice players to reimagine the virtual other by stepping outside of imperial forms of mapping, digital surveillance, and war. It examines discourses of virtual otherness manifested in transpacific cartography within Google Maps, the Civilization game series, and the virtual-reality experience of Google Earth.
APA, Harvard, Vancouver, ISO, and other styles
5

Mori, Biancamaria. "Gamification." In Virtual and Augmented Reality in Education, Art, and Museums, 81–92. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1796-3.ch005.

Full text
Abstract:
This chapter will discuss Gamification and video games, analyzing their peculiarities. After a brief historical introduction to the disciplines that intertwine the design of Gamification applications, such as User interaction, User Interface, and Game Design, authors analyze the real areas in which Gamification can be applied with verifiable results, citing scientific studies and examples of applications. We will see then how from the video games Toca Boca for children, to the “tourist” version of Assassin's Creed Oringis presented at the British Museum, up to the latest interactive applications for business training, the techniques of the game are exceeding the playful areas to make more deep human interaction with the real surrounding it.
APA, Harvard, Vancouver, ISO, and other styles
6

Patterson, Christopher B. "Loop." In Open World Empire, 194–231. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.003.0007.

Full text
Abstract:
This chapter explores how the open world shooter video games in the Far Cry series engage players in repetitive “game loops” (jump, run, aim, shoot). Set in the tourist and war-torn destinations of Southeast Asia, these games see violent acts of stabbing, shooting, and throwing grenades at an island’s locals not as heroic or imperial but as merely “something to do,” a quick three seconds of fun made dynamic and different enough to build into thirty seconds of fun. This chapter analyzes the game loops of Far Cry through Roland Barthes’s theories of “pleasure” and “bliss,” forms of erotic play that secure and unsettle the player’s identity and social world. Whereas game loops most often facilitate a drifting pleasure that normalizes the violence of empire, loops can also create the queer and unsettling feeling of bliss that disrupts imperial discourses.
APA, Harvard, Vancouver, ISO, and other styles
7

Ceuterick, Maud, and Mark R. Johnson. "Space Tourism in Contemporary Cinema and Video Games." In Tourism Social Science Series, 93–115. Emerald Publishing Limited, 2019. http://dx.doi.org/10.1108/s1571-504320190000025005.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

"Video Games Generating Tourist Demand: Italy and the Assassin’s Creed Series." In Sustainable Tourism Development, edited by Bruno H. M. Carvalho, Gabriella G. C. Bertozzi, and Cynthia Correa, 305–26. Series statement: Advances in hospitality and tourism book series: Apple Academic Press, 2019. http://dx.doi.org/10.1201/9780429397998-18.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Martins, Tiago, Júlio Coelho, and Vitor Carvalho. "A Serious Game for Geo-Education in the Arouca Geopark Territory." In Advances in Media, Entertainment, and the Arts, 161–88. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3669-8.ch008.

Full text
Abstract:
This chapter describes the development of a prototype of a serious video game and its maintenance platform for the geo-education in the Arouca Geopark Territory. This serious video game, which is the focus of this project, aims to assist the guides in their visits to the Arouca Geopark, providing an educational and modular tool. It was possible to supply some needs of the Arouca Geopark, identifying which components are necessary for this platform and which tools must be used for its development. A functional prototype of this platform was developed and subjected to usability tests, the results of which were positive and revealed great acceptance by the intervening group. With the development of this technology, it is intended that the guides and visitors of Arouca Geopark can enjoy an educational tool, able to help guides to provide more stimulating guided tours, thereby improving visitors' retention of information.
APA, Harvard, Vancouver, ISO, and other styles
10

Fox, Jesse, and Sun Joo Ahn. "Avatars." In Handbook of Research on Technoself, 255–71. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2211-1.ch014.

Full text
Abstract:
Avatars are defined as virtual representations that are controlled by a human user. Commonly, we observe avatars in video and online games, social networking sites, and virtual worlds. This chapter explores the use of avatars in the expression, exploration, and evolution of users’ identities, both online and offline. Theoretical explanations for the creation, manipulation, use, and effects of avatars are offered, including identification, transformed social interaction, and the Proteus effect. The adoption of avatars for identity expression, exploration, and change is discussed, including Turkle’s notion of fragmented selves and Nakamura’s concept of identity tourism. Research that has investigated the effects of avatars on self-perceptions and identity in various domains (such as health, marketing, finance, and environmental behaviors) is addressed. Implications and future directions for research in this area are discussed.
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Video game tourism"

1

Cipolla-Ficarra, Francisco V., Miguel Cipolla-Ficarra, and Tyler Harder. "Realism and cultural layout in tourism and video games multimedia systems." In Proceeding of the 1st ACM international workshop. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1462039.1462043.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography