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Networked Worlds: Social Aspects of Multi-User Virtual Reality Technology

Author

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  • R. Schroeder

Abstract

This paper examines two aspects of multi-user virtual reality (VR) systems; the socio-technical shaping of these systems and the social relations inside multi-user virtual worlds. The paper begins with an overview of the history of networked interactive computer graphics and examines the main factors which are currently shaping networked VR systems. The second part explores the social relations between users inside virtual worlds and makes comparisons with other forms of computer-mediated-communication. In the conclusion, these two parts are linked: how is the development of multi-user virtual reality technology influencing how users interact within virtual worlds - and vice versa?

Suggested Citation

  • R. Schroeder, 1997. "Networked Worlds: Social Aspects of Multi-User Virtual Reality Technology," Sociological Research Online, , vol. 2(4), pages 89-99, December.
  • Handle: RePEc:sae:socres:v:2:y:1997:i:4:p:89-99
    DOI: 10.5153/sro.291
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    Cited by:

    1. Nicola Illingworth, 2006. "Content, Context, Reflexivity and the Qualitative Research Encounter: Telling Stories in the Virtual Realm," Sociological Research Online, , vol. 11(1), pages 62-73, April.
    2. N/A, 2004. "Christine Hine (2004) ‘Social Research Methods and the Internet: A Thematic Review’," Sociological Research Online, , vol. 9(2), pages 110-116, May.

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