Leisure Time in Second Life: Cultural Differences and Similarities

L. Flores, M. Horner
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引用次数: 3

Abstract

This paper analyses leisure activities in Cyber worlds such as Virtual Communities (VCs) in the Internet, and how people through their avatars explore this new worlds in search of fun. It makes a cross cultural study between three different cultures represented within a VC in the Internet. The three chosen cultures are Latin American, American and British, and the VC is Second Life (SL). Te main objective is to assess if and how the cultural background of the people behind avatars influence leisure time spent in these communities, proposes a methodology using 3D avatars as researchers, and draws some conclusions about the subject.
第二人生中的休闲时间:文化差异与相似之处
本文分析了网络世界中的休闲活动,如互联网上的虚拟社区(VCs),以及人们如何通过他们的化身探索这个新世界以寻找乐趣。本文对互联网风险投资中所代表的三种不同文化进行了跨文化研究。选择的三种文化是拉丁美洲,美国和英国,VC是第二人生(SL)。主要目的是评估虚拟人物背后的文化背景是否以及如何影响这些社区的休闲时间,提出一种使用3D虚拟人物作为研究人员的方法,并得出有关该主题的一些结论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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