Virtual worlds inside online games /

As online gaming companies position themselves to tap an entertainment market that is projected to explode, researchers question the safety of deeply immersive virtual worlds. In this program, MIT psychologist and sociologist Sherry Turkle; David Greenfield, author of Virtual Addiction; Richard Garr...

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Other Authors: Dallica Pictures (Firm), Films for the Humanities & Sciences (Firm), Infobase.
Format: Video
Language: English
Published: New York, N.Y. : Infobase, [2005], c2002.
Physical Description: 1 streaming video file (52 min.) : sd., col., digital.
Subjects:
Summary: As online gaming companies position themselves to tap an entertainment market that is projected to explode, researchers question the safety of deeply immersive virtual worlds. In this program, MIT psychologist and sociologist Sherry Turkle; David Greenfield, author of Virtual Addiction; Richard Garriott, creator of Ultima Online; Brad McQuaid, co-creator of EverQuest; representatives of Sony Online Entertainment and Mythic Entertainment; Janet Murray, author of Hamlet on the Holodeck; and many others tackle some big questions: What makes these games so compelling? Are they clinically addictive? And do they promote violence? Additional topics include player demographics, the profit potential of the online gaming industry, and the future of TV in the era of interactive entertainment.
Item Description: Encoded with permission for digital streaming by Infobase on May 12, 2005.
Films on Demand is distributed by Infobase for Films for the Humanities & Sciences, Cambridge Educational, Meridian Education, and Shopware.
What is Role Playing? (2:53) -- The First Computerized Games (2:52) -- The New Media of Expression: Virtual Worlds (4:24) -- Who Plays Video Games? (2:20) -- Using Online Games to Make Friends (1:56) -- Age, Race, and Gender in Online Gaming (4:21) -- The Typical Character (2:07) -- The Online Addiction (5:17) -- The Psychology of Internet Addiction (2:45) -- James and Liz Revisited (2:11) -- Are Online Games Too Violent? (3:09) -- What is the Market Capacity? (3:27) -- The Next Level: Star Wars (2:29) -- Virtual Coming of Age (6:20)
Access requires authentication through Films on Demand.
As online gaming companies position themselves to tap an entertainment market that is projected to explode, researchers question the safety of deeply immersive virtual worlds. In this program, MIT psychologist and sociologist Sherry Turkle; David Greenfield, author of Virtual Addiction; Richard Garriott, creator of Ultima Online; Brad McQuaid, co-creator of EverQuest; representatives of Sony Online Entertainment and Mythic Entertainment; Janet Murray, author of Hamlet on the Holodeck; and many others tackle some big questions: What makes these games so compelling? Are they clinically addictive? And do they promote violence? Additional topics include player demographics, the profit potential of the online gaming industry, and the future of TV in the era of interactive entertainment.
Mode of access: Internet.
System requirements: FOD playback platform.
Physical Description: 1 streaming video file (52 min.) : sd., col., digital.
Format: Mode of access: Internet.
System requirements: FOD playback platform.
Access: Access requires authentication through Films on Demand.