Second life
Küçük Resim Yok
Tarih
2013
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
Maltepe Üniversitesi
Erişim Hakkı
Attribution-NonCommercial-NoDerivs 3.0 United States
info:eu-repo/semantics/openAccess
info:eu-repo/semantics/openAccess
Özet
The case aims to research how does virtual life affects social (real) life? I will focus on a digital game and examine Socend Life, one of the most popular online games, where people can do everything which is possible in the real world. This is the most dangerous point of Second Life, as people's second lifes might become more important than their first(real) life. Second Life includes cinemas, theaters, squares, shopping centers, stores (Vestel), newspapers (Star), universities (ODTÜ), scientific research intutions, and religious places...
Açıklama
Anahtar Kelimeler
Life, Socend life, Virtual life affects social, Digital game
Kaynak
International communication studendts congress: Media, youth and their future
WoS Q Değeri
Scopus Q Değeri
Cilt
3
Sayı
Künye
Özdemir, S. A. (2013). Second life. Çotuksöken, B. (ed.), International communication studendts congress: Media, youth and their future içinde (33-34 ss.). İstanbul: Maltepe Üniversitesi.