Second life

dc.contributor.advisorÇotuksöken, Betül
dc.contributor.authorÖzdemir, Semih Anil
dc.date.accessioned2024-07-12T21:22:33Z
dc.date.available2024-07-12T21:22:33Z
dc.date.issued2013en_US
dc.departmentMaltepe Üniversitesi, Rektörlüken_US
dc.description.abstractThe 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...en_US
dc.identifier.citationÖzdemir, S. A. (2013). Second life. Çotuksöken, B. (ed.), International communication studendts congress: Media, youth and their future içinde (33-34 ss.). İstanbul: Maltepe Üniversitesi.en_US
dc.identifier.endpage34en_US
dc.identifier.isbn978-975-6760-51-2
dc.identifier.startpage33en_US
dc.identifier.urihttps://hdl.handle.net/20.500.12415/5436
dc.identifier.volume3en_US
dc.language.isoenen_US
dc.publisherMaltepe Üniversitesien_US
dc.relation.ispartofInternational communication studendts congress: Media, youth and their futureen_US
dc.relation.publicationcategoryUluslararası Konferans Öğesien_US
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 United States*
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
dc.snmzKY07512
dc.subjectLifeen_US
dc.subjectSocend lifeen_US
dc.subjectVirtual life affects socialen_US
dc.subjectDigital gameen_US
dc.titleSecond lifeen_US
dc.typeConference Object
dspace.entity.typePublication

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