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Bruce Damer |
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Jan de Bruin |
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Dirk-Jan de Bruin |
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Stuart Gold |
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A Social Science View on Inhabited Virtual
Worlds (IVW): |
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History of social functions of Virtual Worlds |
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Social movement and imaginary organization |
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Large-scale events and institution-building |
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Conferences and Trade shows: Avatars 98 & 99 |
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Demonstration: |
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Touring Avatars worlds |
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It is not all technology |
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Growth of IVWs as a social phenomenon |
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Man the story-teller: Roots in MUDs and
text-based real-time chat systems |
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Man the Player: gaming and existing 3D-rendering
(it’s not all VRML) |
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Pastime & entertainment (games) & IVW |
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Dewey and the fundamental tension between
immediate qualities and functional thinking |
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Beyond dichotomies: |
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physical and cultural (social sciences) |
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physical and virtual |
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A well-known social science scheme (Talcott
Parsons): |
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ultimate reality |
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realm of action |
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physical reality |
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Realm of action: |
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cultural |
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social |
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psychological |
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physiological |
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Interpenetrations between realms of action:
institutionalization, socialization, and internalization |
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Dedicated users who inhabit Cyberspace as Avatars |
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Transforming Cyberspace in Inhabited Virtual
Worlds |
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Worlds in its encompassing anthropological
meaning: all actions &
experiences (Kant) |
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IVWs on the Internet |
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All kinds of human experience |
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Totality of human action |
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Institutionalized action: rules which are of
strategic importance for order in society |
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self sufficient and ongoing |
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Direction: Steering techniques |
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Steering techniques of a virtual or imaginary
organization: |
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Mobilization of Commitment |
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Consensus-Building (Vision) |
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Maintenance of Trust |
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CCON: Large-scale events to build and reinforce
commitment, consensus, and trust |
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Home-brewed digital spaces versus designed
digital spaces: |
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strictly designed not naturally evolving; |
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functionally specific instead of being a real
world (all experiences) |
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In terms
of institutionalization: not enough room for spontaneous
institutionalization |
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Barriers to complexity in IVWs: |
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too much focus on basic actions (gestures) |
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too much attention to the graphical component
(architects too central): building-metaphor |
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not enough inclusion of social technologies
of different realms of life |
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Too much on the micro-level: the use of the
room-metaphor |
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Needed: large-scale events as experiments |
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Small and large-scale social events |
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Large-scale events and levels of
institutionalization |
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Micro-level: diversity of types of Avatars
(roles) and behavior |
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Meso-level: different types of organizations |
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Macro-level: a variety of types of social
meeting spaces (also public spaces) |
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First large-scale social event completely in
Cyberspace: |
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Several IVW-platforms (main: Active Worlds) |
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Conference & trade show |
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4,000 attendees (represented as Avatars) |
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6 speaking tracks (50 speakers) |
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Side events: Art show, etc. |
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40 nodes all over the world |
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Diversity of exhibits |
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Trade shows: Broad-ranging and multi-level
marketing instruments |
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Trade shows and
ICT |
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Multi-level social functions: AGIL-scheme |
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The AGIL-scheme: |
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A: adaptive function. |
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G: goal-attainment function |
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I: integration |
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L: latency. Pattern-maintenance and tension
reduction |
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More attendance |
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Cost-effective |
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Mobilization of groups |
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Satisfied customers |
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Fundraising |
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Labor-saving automation: bots |
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An evolutionary approach |
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Are there patterns of change? |
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Can we define evolutionary levels? |
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Colonizing Cyberspace: |
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spadework phase (building) |
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basic anthropological institutions |
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Nearly all IVWs on these two levels |
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Division of labor (bureaucratic) organization |
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Money and market systems |
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Universalistic systems of law |
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System to guide and develop policy (political
system) |
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Social technologies from all realms of social
life |
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Institutionalization: spontaneous and planned |
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Events as test bed for institutionalization |
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Going from small to large-scale events |
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Large-scale events with the AGIL-scheme in mind |
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Institutionalization and social technologies |
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