Building on the work of games theorists and virtual world designers, this paper proposes a framework for understanding the real-virtual dichotomy in terms of a series of five fram...
Representation is a fluent. A mismatch between the real world and an agent's representation of it can be signalled by unexpected failures (or successes) of the agent's r...
Second Life, a participant-created multi-user virtual environment (MUVE), gained sudden media acclaim in 2006. Prior to that, the world was developing many of the characteristics ...
The design and implementation of systems that combine both the utilities of the digital world as well as intrinsic affordances of traditional artifacts are challenging. In this pap...
In traditional game theory, players are typically endowed with exogenously given knowledge of the structure of the game—either full omniscient knowledge or partial but fixed in...
Matt Lepinski, David Liben-Nowell, Seth Gilbert, A...