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dc.contributor.editorDoyle, Denise
dc.date.accessioned2016-10-06T14:21:39Z
dc.date.available2016-10-06T14:21:39Z
dc.date.issued2015
dc.identifier.isbn9781466683846
dc.identifier.urihttp://hdl.handle.net/2436/620182
dc.description.abstractlthough virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.
dc.language.isoen
dc.publisherIGI Global, Hershey, Pennyslvania
dc.relation.urlhttp://www.igi-global.com/book/new-opportunities-artistic-practice-virtual/123122
dc.subjectVirtual Worlds
dc.subjectSecond Life
dc.subjectNew Technologies
dc.subjectArtistic Practice
dc.subjectAvatar
dc.subjectVirtual Aesthetics
dc.subjectImagination
dc.subjectDigital Materialisation
dc.titleNew Opportunities for Artistic Practice in Virtual Worlds
dc.typeAuthored book
pubs.edition1st Edition
pubs.place-of-publicationHarrisburg, PA, United States
dc.source.beginpage1
dc.source.endpage322
refterms.dateFOA2018-08-21T13:26:26Z
html.description.abstractlthough virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.


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