Book contents
- The Cambridge Handbook of Cyber Behavior
- The Cambridge Handbook of Cyber Behavior
- Copyright page
- Contents
- Figures
- Tables
- Contributors
- Preface
- Part I Users in Cyber Behavior
- Part II Technologies in Cyber Behavior
- 8 Social Media in Tourism and Hospitality
- 9 Serious Games and Cyber Behaviour
- 10 Mobile Games for Learning
- 11 Computer Simulations in Science Education
- 12 Immersive Technologies
- 13 Virtual Worlds through Virtual Reality and Augmented Reality
- 14 Electronic Activity Monitoring
- 15 Voice-Powered Artificial Intelligence
- 16 Emails and Cyber Work
- Part III Activities in Cyber Behavior
- Part IV Effects in Cyber Behavior
- Index
- References
13 - Virtual Worlds through Virtual Reality and Augmented Reality
from Part II - Technologies in Cyber Behavior
Published online by Cambridge University Press: 06 December 2024
- The Cambridge Handbook of Cyber Behavior
- The Cambridge Handbook of Cyber Behavior
- Copyright page
- Contents
- Figures
- Tables
- Contributors
- Preface
- Part I Users in Cyber Behavior
- Part II Technologies in Cyber Behavior
- 8 Social Media in Tourism and Hospitality
- 9 Serious Games and Cyber Behaviour
- 10 Mobile Games for Learning
- 11 Computer Simulations in Science Education
- 12 Immersive Technologies
- 13 Virtual Worlds through Virtual Reality and Augmented Reality
- 14 Electronic Activity Monitoring
- 15 Voice-Powered Artificial Intelligence
- 16 Emails and Cyber Work
- Part III Activities in Cyber Behavior
- Part IV Effects in Cyber Behavior
- Index
- References
Summary
1 Introduction
2 The Reality–Virtuality Continuum
3 From Telepresence to Human Pacman: Early Scholars’ View on Virtual Worlds
4 Consumer Engagement and Consumption Characteristic: Current View on Virtual Worlds
5 How and Who Runs the Virtual Worlds: Suggestions for Further Research
6 Conclusion
Keywords
- Type
- Chapter
- Information
- The Cambridge Handbook of Cyber Behavior , pp. 381 - 403Publisher: Cambridge University PressPrint publication year: 2023