Ethics and Practice in Virtual Worlds

Author:

Reynolds Ren

Publisher

Springer Netherlands

Reference51 articles.

1. Aarseth, E. 1997. Cybertext perspectives on ergodic literature. Baltimore: Johns Hopkins.

2. Allen, C. 1996. What’s wrong with the “Golden Rule”? Conundrums of conducting ethical research in cyberspace. The Information Society 12(2): 175–187.

3. Allison, L. 1980. Batsman and bowler: The key relation of Victorian England. Journal of Sport History 7(2): 5–20.

4. Austin, J.L. 1962. How to do things with words. London: Oxford University Press.

5. Bartle, R.A. 1996. Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research 1(1), June 1996. Retrieved on December 12, 2006, from http://www.mud.co.uk/richard/hcds.htm .

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2. Ganking, corpse camping and ninja looting from the perception of the MMORPG community;Proceedings of The 9th Australasian Conference on Interactive Entertainment Matters of Life and Death - IE '13;2013

3. Best Practices for the Design and Development of Ethical Learning Video Games;International Journal of Cyber Ethics in Education;2012-10

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