References

Leighton Evans (Swansea University, UK)
Jordan Frith (Clemson University, USA)
Michael Saker (City, University of London, UK)

From Microverse to Metaverse

ISBN: 978-1-80455-022-9, eISBN: 978-1-80455-021-2

Publication date: 12 October 2022

Citation

Evans, L., Frith, J. and Saker, M. (2022), "References", From Microverse to Metaverse, Emerald Publishing Limited, Leeds, pp. 89-107. https://doi.org/10.1108/978-1-80455-021-220221013

Publisher

:

Emerald Publishing Limited

Copyright © 2022 Leighton Evans, Jordan Frith, and Michael Saker. Published under exclusive licence by Emerald Publishing Limited


Acena and Freeman, 2021 Acena, D. , & Freeman, G. (2021). “In my safe space”: Social support for LGBTQ users in social virtual reality. In Extended abstracts of the 2021 chi conference on human factors in computing systems, New York, NY (301, pp. 16). Association for Computing Machinery. https://doi.org/10.1145/3411763.3451673. Accessed on January 14, 2022.

Almeida et al., 2014 Almeida, F. , Santos, J. D. , & Monteiro, J. A. (2014). E-commerce business models in the context of web 3. 0 paradigm. arXiv preprint arXiv:1401.6102 .

Anthropy, 2012 Anthropy, A. (2012). Rise of the videogame Zinesters: How freaks, normals, amateurs, artists, dreamers, drop-outs, queers, housewives, and people like you are taking back an art form. Seven Stories Press.

Ash, 2013 Ash, J. (2013). Technologies of captivation: Videogames and the attunement of affect. Body & Society, 19(1), 2751.

Ash, 2015 Ash, J. (2015). The interface envelope: Gaming and the logics of affective design. Bloomsbury Academic.

Ashton et al., 2019 Ashton, S. , McDonald, K. , & Kirkman, M. (2019). What does ‘pornography’ mean in the digital age? Revisiting a definition for social science researchers. Porn Studies, 6(2), 144168. https://doi.org/10.1080/23268743.2018.1544096

Avi, 2007 Avi . (2007). The word on snow crash and google earth. https://web.archive.org/web/20190311141042/http://www.realityprime.com/blog/2007/09/the-word-on-snow-crash-and-google-earth/

Badea and Mungiu-Pupӑ zan, 2021 Badea, L. , & Mungiu-Pupăzan, M. C. (2021). The economic and environmental impact of bitcoin. IEEE Access, 9, 4809148104.

Bailenson, 2018a Bailenson, J. (2018a). Experience on demand: What virtual reality is, how it works, and what it can do? W. W. Norton & Company.

Bailenson, 2018b Bailenson, J. (2018b). Protecting nonverbal data tracked in virtual reality. JAMA Pediatrics, 172(10), 905906.

Bajarin, 2021 Bajarin, T. (2021). Could fitness be the killer app for the metaverse? Or is it gaming? Or both? Forbes. https://www.forbes.com/sites/timbajarin/2021/12/24/could-fitness-be-the-killer-app-for-the-metaverse-or-is-it-gaming-or-both/. Accessed on April 19, 2022.

Baker, 2022 Baker, H. (2022). Best meta quest 2 fitness, exercise and workout games. UploadVR. https://uploadvr.com/best-quest-2-fitness-exercise-apps/. Accessed on April 19, 2022.

Barjarin, 2020 Barjarin, T. (2020). Can VR headsets replace big screen movie experiences? Forbes. https://www.forbes.com/sites/timbajarin/2020/07/08/can-vr-headsets-replace-big-screen-movie-experiences/. Accessed on May 31, 2022.

Barlow, 1996 Barlow, J. P. (1996). A declaration of the independence of cyberspace. https://www.eff.org/cyberspace-independence

Basu, 2022 Basu, T. (2022). The metaverse has a groping problem already. Technology Review. https://www.technologyreview.com/2021/12/16/1042516/the-metaverse-has-a-groping-problem/. Accessed on April 3, 2022.

Baym, 2015 Baym, N. (2015). Personal connections in the digital age (2nd ed.). Polity Press.

BBC News, 2020 BBC News . (2020). Peloton sales surge as virus boosts home workouts. BBC News. https://www.bbc.co.uk/news/business-54112461. Accessed on April 19, 2022.

Becker, 1965 Becker, G. S. (1965). A theory of the allocation of time. The Economic Journal, 75(299), 493517. 10.2307/2228949

Beer, 2021 Beer, J. (2021). Facebook's reported name change is a transparent PR move. Fast Company. https://www.fastcompany.com/90688287/facebooks-reported-name-change-reinforces-its-image-as-the-new-big-tobacco. Accessed on June 8, 2022.

Belamire, 2016 Belamire, J. (2016). My first virtual reality groping—athena talks—medium. https://medium.com/athena-talks/my-firstvirtual-reality-sexual-assault-2330410b62ee. Accessed on February 1, 2018.

Bell, 2022 Bell, G. (2022). The metaverse is just a new word for an old idea. Technology Review. https://www.technologyreview.com/2022/02/08/1044732/metaverse-history-snow-crash/. Accessed on June 7, 2022.

Benford et al., 1995 Benford, S. , Bowers, J. , & Fahlén, L. E. (1995). User embodiment in collaborative virtual environments. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 242249).

Bergströ m, 2021 Bergström, M. (2021). The new laws of love: Online dating and the privatization of intimacy. John Wiley & Sons.

Berners-Lee, 2018 Berners-Lee, T. (2018). The web can be weaponised–and we can't count on big tech to stop it. The Guardian. https://www.theguardian.com/commentisfree/2018/mar/12/tim-berners-lee-web-weapon-regulation-open-letter. Accessed on March 15, 2018.

Blackwell et al., 2019 Blackwell, L. , Ellison, N. , & Elliott-Deflo, N. (2019). Harassment in social virtual reality: Challenges for platform governance. In Proceedings of the ACM on human-computer interaction (3 CSCW, pp. 125). New York, NY, ACM.

Blascovich et al., 2002 Blascovich, J. , Loomis, J. , Beall, A. C. , Swinth, K. R. , Hoyt, C. L. , & Bailenson, J. N. (2002). Immersive virtual environment technology as a methodological tool for social psychology. Psychological Inquiry, 13(2), 103124.

Boellstorff, 2008 Boellstorff, T. (2008). Coming of age in second life. Princeton University Press.

Bogart, 1956 Bogart, L. (1956). The age of television: A study of viewing habits and the impact of television on American life. F. Ungar.

Bogost, 2011 Bogost, I. (2011). How to do things with videogames. University of Minnesota Press.

Bö hme, 2018 Böhme, G. (2018). Atmospheric architectures: The aesthetics of felt spaces. Bloomsbury Publishing.

Bokat-Lindell, 2022 Bokat-Lindell, S. (2022). Is the web 3.0 gold rush the beginning of a new internet of a scam. New York Times. https://www.nytimes.com/2022/02/10/opinion/nft-crypto-bitcoin-blockchain.html. Accessed on May 5, 2022.

Bollmer, 2017 Bollmer, G. (2017). Empathy machines. Media International Australia, 165(1), 6376. https://doi.org/10.1177/1329878x17726794

Brophy, 2010 Brophy, M. (2010). Sex, lies, and virtual reality. In D. Monroe (Ed.), Porn—philosophy for everyone (pp. 204218). Wiley-Blackwell.

Btihaj, 2017 Btihaj, A. (2017). Self-tracking: Empirical and philosophical investigations. Palgrave Macmillan.

Burt, 2019 Burt, M. (2019). What do audiences want from a virtual reality entertainment experience? Doctoral dissertation, Queensland University of Technology.

Cadwalladr and Graham-Harrison, 2018a Cadwalladr, C. , & Graham-Harrison, E. (2018a). Revealed: 50 million Facebook profiles harvested for Cambridge analytica in major data breach. The Guardian, 17 March. https://www.theguardian.com/news/2018/mar/17/cambridge-analytica-facebook-influence-us-election. Accessed on April 12, 2022.

Cadwalladr and Graham-Harrison, 2018b Cadwalladr, C. , & Graham-Harrison, E. (2018b). How Cambridge analytica turned Facebook ‘likes’ into a lucrative political tool. The Guardian. https://www.theguardian.com/technology/2018/mar/17/facebook-cambridge-analytica-kogan-data-algorithm. Accessed on March 17, 2018.

Calleja, 2011 Calleja, G. (2011). In-game: From immersion to incorporation. MIT Press.

Carlo and Colombo, 2007 Carlo, S. , & Colombo, F. (2007). La digitalizzazione: Questioni strutturali. In F. Colombo (Ed.), La Digitalizzazione dei Media (Digitalization: Structural questions) (pp. 1538). Media Digitalization. Carocci.

Carter and Egliston, 2020 Carter, M. , & Egliston, B. (2020). Facebook's virtual reality push is about data, not gaming. The Conversation, 18 September. https://theconversation.com/facebooks-virtual-reality-push-is-about-data-not-gaming-145730. Accessed on April 12, 2022.

Cavendish, 2020 Cavendish, L. (2020). Welcome to the future: 11 ideas that went from science fiction to reality. Space. https://www.space.com/science-fiction-turned-reality.html. Accessed on June 10, 2022.

Chauhan, 2021 Chauhan, K. (2021). Oculus Quest 2 cumulative sales hit record 4.6 million. Counter Point Research. https://www.counterpointresearch.com/xr-headset-shipments-almost-triple-yoy-q1-2021/. Accessed on June 8, 2022.

Chen, 2009 Chen, M. G. (2009). Communication, coordination, and camaraderie in world of warcraft. Games and Culture, 4(1), 4773.

Chess, 2017 Chess, S. (2017). Ready player two: Women gamers and designed identity. University of Minnesota Press.

Chorianopoulos and Lekakos, 2008 Chorianopoulos, K. , & Lekakos, G. (2008). Introduction to social TV: Enhancing the shared experience with interactive TV. International Journal of Human Computer Interaction, 24(2), 113120.

Cipollone et al., 2014 Cipollone, M. , Schifter, C. C. , & Moffat, R. A. (2014). Minecraft as a creative tool: A case study. International Journal of Game-Based Learning, 4(2), 114.

Cixliv, 2022 Cixliv . (2022). Tweet. https://twitter.com/CixLiv/status/1501313252726243342?s=20&t=xT4A2_7jJpp2feJasF5c9A

Clark, 2021a Clark, M. (2021a). Blockchain, explained. Verge. https://www.theverge.com/22654785/blockchain-explained-cryptocurrency-what-is-stake-nft. Accessed on April 27, 2022.

Cline, 2011 Cline, E. (2011). Ready player one. Random House.

Comment, 2002 Comment, B. (2002). The panorama. Reaktion Books.

Confessore, 2018 Confessore, N. (2018). Camrbidge analytica and Facebook: The scandal and the fallout so far. New York Times. https://www.nytimes.com/2018/04/04/us/politics/cambridge-analytica-scandal-fallout.html. Accessed on April 19, 2022.

Conti, 2022 Conti, R. (2022). What is an NFT? Non-fungible tokens explains. Forbes. https://www.forbes.com/uk/advisor/investing/cryptocurrency/nft-non-fungible-token/. Accessed on May 6, 2022.

Crawford, 2021 Crawford, D. (2021). Third quarter 2021 results conference call. https://s21.q4cdn.com/399680738/files/doc_financials/2021/q3/FB-Q3-2021-Earnings-Call-Transcript.pdf

Crawford and Smith, 2022 Crawford, A. , & Smith, A. (2022). Metaverse app allows kids into virtual strip clubs. https://www.bbc.co.uk/news/technology-60415317. Accessed on April 3, 2022.

Damiani, 2019 Damiani, J. (2019). ‘The under presents’ is a Nivel exploration of VR and live immersive theatre. Forbes. https://www.forbes.com/sites/jessedamiani/2019/11/19/the-under-presents-is-a-novel-exploration-of-vr-and-live-immersive-theatre/?sh=218faf6d7455. Accessed on May 30, 2022.

Danter et al., 2020 Danter, S. , Graaff, K. , Hauss, P. , Hessler, J. , Marx, D. , Motyl, K. , Mueller, S. , Reichardt, U. , Schober, R. , & Steinhilber, D. (2020). Laboring bodies and the quantified self. Bielefeld: Verlag.

David and Cambre, 2016 David, G. , & Cambre, C. (2016). Screened intimacies: Tinder and the swipe logic. Social Media + Society. https://doi.org/10.1177/2056305116641976

Debord, 1967/1994 Debord, G. (1967/1994). The society of the spectacle. Zone Books.

Dingman, 2022 Dingman, H. (2022). Exercise by accident: VR games to help you work out at home. Oculus. https://www.oculus.com/blog/exercise-by-accident-vr-games-to-help-you-work-out-at-home/?locale=en_GB. Accessed on April 19, 2022.

D'Onfro, 2016 D'Onfro, J. (2016). Facebook gives its Oculus employees a dystopian sci-fi book to get them excited about building the future. Business Insider. https://www.businessinsider.com/oculus-gives-all-its-employees-ready-player-one-2016-7. Accessed on October 11, 2019.

Doumanis et al., 2019 Doumanis, I. , Economou, D. , & Sim, G. R. (2019). The impact of multimodal collaborative virtual environments on learning: A gamified online debate. Computers & Education, 130, 121138.

Epic Games, 2021 Epic Games . (2021). Announcing a new funding round of $1 billion to support Epic's long-term vision for the metaverse. https://www.epicgames.com/site/en-US/news/announcing-a-1-billion-funding-round-to-support-epics-long-term-vision-for-the-metaverse. Accessed on March 10, 2022.

Evans, 2001 Evans, A. (2001). This virtual life: Escapism and simulation in our media world. Fusion Press.

Evans, 2018 Evans, L. (2018). The re-emergence of virtual reality. Routledge.

Evans, 2021 Evans, L. (2021). ‘The embodied empathy revolution … ’: Pornography and the contemporary state of consumer virtual reality. Porn Studies, 8(1), 121127. https://doi.org/10.1080/23268743.2020.1777894

Evans and Saker, 2017 Evans, L. , & Saker, M. (2017). Location-based social media: Space, time and identity. Springer International Publishing.

Fonarov, 2022 Fonarov, O. (2022). Council post: What is the role of NFTs In The Metaverse?. https://www.forbes.com/sites/forbestechcouncil/2022/03/11/what-is-the-role-of-nfts-in-the-metaverse/. Accessed on August 10, 2022.

Farman, 2012 Farman, J. (2012). Mobile interface theory: Embodied space and locative media. Routledge.

Faustino, 2018 Faustino, M. J. (2018). Rebooting an old script by new means: Teledildonics—the technological return to the ‘coital imperative’. Sexuality & Culture, 22(1), 243257.

Fenlon, 2021 Fenlon, W. (2021). The metaverse is bulls**t. PC Games. https://www.pcgamer.com/the-metaverse-is-bullshit/. Accessed on January 8, 2022.

Fischer, 2021 Fischer, S. (2021). ‘Metaverse’ is Wall Street's new favorite buzzword. Axios. https://www.axios.com/metaverse-wall-streets-favorite-buzzword-eeb58edb-2c30-490a-bd91-47116195a48f.html. Accessed on March 10, 2022.

Fisher, 2014 Fisher, I. (2014). The money illusion. Simon & Schuster.

Fors et al., 2020 Fors, V. , Pink, S. , Berg, M. , & O'Dell, T. (2020). Imagining personal data: Experiences of self-tracking. Routledge.

Foucault, 1976 Foucault, M. (1976). The history of sexuality: An introduction (R. Hurley, Trans., 2nd ed.). Vintage Books.

Fribourg et al., 2018 Fribourg, R. , Argelaguet, F. , Hoyet, L. , & Lècuyer, A. (2018). Studying the sense of embodiment in VR shared experiences. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Reutlingen, March 2018, (pp. 273280). IEEE. https://doi.org/10.1109/VR.2018.8448293

Freeman and Maloney, 2021 Freeman, G. , & Maloney, D. (2021). Body, avatar, and me: The presentation and perception of self in social virtual reality. In Proceedings of the ACM on human-computer interaction (4 CSCW3, pp. 239:1239:27). https://doi.org/10.1145/3432938

Frith, 2015 Frith, J. (2015). Smartphones as locative media. Polity Press.

Frith and Saker, in press Frith, J. , & Saker, M. (Eds.). (in press). The changing face of VR: Pushing the boundaries of experience across multiple industries. Vernon Press.

Fuchs, 2008 Fuchs, C. (2008). Internet and society: Social theory in the information age. Routledge.

Fuchs, 2010 Fuchs, C. (2010). Labor in informational capitalism and on the Internet. The Information Society, 26(3), 179196.

Fuchs, 2015 Fuchs, C. (2015). Social media: A critical introduction. Sage.

Gabler, 1998 Gabler, N. (1998). Life the movie: How entertainment conquered reality. Vintage.

Gadamer, 2013 Gadamer, H. G. (2013). Truth and method. A&C Black.

Galloway, 2006 Galloway, A. R. (2006). Gaming: Essays on algorithmic culture. University of Minnesota Press.

Gartenberg, 2021 Gartenberg, C. (2021). Meta's Oculus Quest 2 has shipped 10 million units, according to Qualcomm. Verge. https://www.theverge.com/2021/11/16/22785469/meta-oculus-quest-2-10-million-units-sold-qualcomm-xr2. Accessed on June 6, 2022.

Gertz, 2018 Gertz, N. (2018). Nihilism and technology. Rowman & Littlefield.

Gibson, 1984 Gibson, W. (1984). Neuromancer. Ace Books.

Gibson, 2020 Gibson, W. (2020). The future has arrived—it's just not evenly distributed yet. Quote Investigator. https://quoteinvestigator.com/2012/01/24/future-has-arrived/. Accessed on June 6, 2022.

Gil de Zúñ iga et al., 2015 Gil de Zúñiga, H. , Garcia-Perdomo, V. , & McGregor, S. C. (2015). What is second screening? Exploring motivations of second screen use and its effect on online political participation. Journal of Communication, 65(5), 793815.

Goanta, 2020 Goanta, C. (2020). Selling LAND in decentraland: The regime of non-fungible tokens on the ethereum blockchain under the digital content directive. In Disruptive technology, legal innovation, and the future of real estate (pp. 139154). Springer.

Goggin, 2011 Goggin, J. (2011). Playbour, farming and leisure. Ephemera: Theory and Politics in Organization, 11(4), 357368.

Grimes, 2021 Grimes, S. (2021). Digital playgrounds. University of Toronto Press.

Gross et al., 2008 Gross, T. , Fetter, M. , & Paul-Stueve, T. (2008). Toward advanced social TV in a cooperative media space. International Journal of Human-Computer Interaction, 24(2), 155173.

Gunkel, 2018 Gunkel, D. J. (2018). Gaming the system: Deconstructing video games, games studies, and virtual worlds. Indiana University Press.

Hackl et al., 2022 Hackl, C. , Lueth, D. , & Di Bartolo, T. (2022). Navigating the metaverse: A guide to limitless possibilities in a web 3.0 world. John Wiley & Sons.

Haimson and Hoffmann, 2016 Haimson, O. L. , & Hoffmann, A. L. (2016). Constructing and enforcing “authentic” identity online: Facebook, real names, and non-normative identities. First Monday, 21(6).

Harboe, 2009 Harboe, G. (2009). In search of social television. In P. Cesar , D. Geerts , & K. Chorianopoulos (Eds.), Social interactive television: Immersive shared experiences and perspectives (pp. 113). Information Science Reference.

Hardawa, 2018 Hardawa, D. (2018). Tobii proves that eye tracking is VR's next killer feature. Endgadget. https://www.engadget.com/2018/01/13/tobii-vr-eye-tracking/. Accessed on March 17, 2018.

Hassan, 2020 Hassan, R. (2020). Digitality, virtual reality and the ‘empathy machine’. Digital Journalism, 8(2), 195212.

Hayles, 1999 Hayles, N. K. (1999). How we became Posthuman: Virtual bodies in cybernetics, literature, and informatics. The University of Chicago Press.

Heethuis, 2022 Heethuis, N. (2022). How the metaverse will reshape E-commerce forever. Forbes. https://www.forbes.com/sites/theyec/2022/01/24/how-the-metaverse-will-reshape-e-commerce-forever/?sh=37bf16669d9f. Accessed on May 9, 2022.

Heidegger, 2010 Heidegger, M. (2010). Basic writings. Routledge.

Hennig-Thurau and Houston, 2019 Hennig-Thurau, T. , & Houston, M. B. (2019). Entertainment science. Data analytics and practical theory for movies, games, books, and music. Springer Nature.

Hillis, 2009 Hillis, K. (2009). Online a lot of the time: Ritual, fetish, sign. Duke University Press.

Hjorth et al., 2020 Hjorth, L. , Kato, F. , Ohashi, K. , Pink, S. , Sinanan, J. , & Zhou, B. (2020). Digital media practices in households: Kinship through data. Amsterdam University Press.

Hjorth and Richardson, 2020 Hjorth, L. , & Richardson, I. (2020). Ambient play. MIT Press.

Horwitz, 2021 Horwitz, J. (2021). Facebook says its rules apply to all. Company documents reveal a secret elite that's exempt. Wall Street Journal. https://www.wsj.com/articles/facebook-files-xcheck-zuckerberg-elite-rules-11631541353. Accessed on February 22, 2022.

Hou et al., 2019 Hou, Y. , Xiong, D. , Jiang, T. , Song, L. , & Wang, Q. (2019). Social media addiction: Its impact, mediation, and intervention. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 13(1).

Hoynes, 1994 Hoynes, H. (1994). Public television for sale: Media, the market, and the public sphere. Westview Press.

Huddleston, 2021 Huddleston, T. (2021). This 29-year-old book predicted the ‘metaverse’—and some of Facebook's plans are eerily similar. CNBC. https://www.cnbc.com/2021/11/03/how-the-1992-sci-fi-novel-snow-crash-predicted-facebooks-metaverse.html. Accessed on June 10, 2022.

Humphreys, 2019 Humphreys, S. (2019). On being a feminist in games studies. Games and Culture, 14(7–8), 825842.

Hyman, 2021 Hyman, J. (2021). Nvidia CEO: The metaverse will be ‘much, much bigger than the physical world’. Yahoo News. https://news.yahoo.com/nvidia-ceo-the-metaverse-will-be-much-much-bigger-than-the-physical-world-174256652.html. Accessed on March 10, 2022.

Isaac, 2022 Isaac, M. (2022). Meta spent $10 billion on the metaverse in 2021, dragging down profit. New York Times. https://www.nytimes.com/2022/02/02/technology/meta-facebook-earnings-metaverse.html. Accessed on June 5, 2022.

Isbister, 2016 Isbister, K. (2016). How games move us: Emotion by design. MIT Press.

Jackson, 2013 Jackson, R. (2013). BioShock: Decision, forced choice and propaganda. John Hunt Publishing.

Jarrett, 2015 Jarrett, K. (2015). Feminism, labour and digital media: The digital housewife. Routledge.

Jeffries, 2021 Jeffries, S. (2021). ‘Anything could happen’: Inside the world's first virtual reality opera. The Guardian. https://www.theguardian.com/music/2021/may/04/current-rising-royal-opera-house-london-virtual-reality. Accessed on May 31, 2022.

Jenkins, 2006 Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York University Press.

Jenkins et al., 2013 Jenkins, H. , Ford, S. , & Green, J. (2013). Spreadable media: Creating value and meaning in a networked culture. New York University Press.

Jenkins et al., 2009 Jenkins, H. , Purushotma, R. , Weigel, M. , Clinton, K. , & Robison, A. J. (2009). Confronting the challenges of participatory culture: Media education for the 21st century. MIT Press.

Jones, 2017 Jones, S. (2017). Disrupting the narrative: Immersive journalism in virtual reality. Journal of Media Practice, 18(2–3), 171185.

Joy et al., 2022 Joy, A. , Zhu, Y. , Peña, C. , & Brouard, M. (2022). Digital future of luxury brands: Metaverse, digital fashion, and non fungible tokens. Strategic Change, 31(3), 337343.

Karppi and Crawford, 2015 Karppi, T. , & Crawford, K. (2015). Social media, financial algorithms and the hack crash. Theory, Culture & Society, 33(1), 7392. https://doi.org/10.1177/0263276415583139

Kastrenakes, 2021 Kastrenakes, J. (2021). Beeple sold as an NFT for $69 million. The Verge.https://www.theverge.com/2021/3/11/22325054/beeple-christiesnft-sale-cost-everydays-69-million

Keilty, 2018 Keilty, P. (2018). Desire by design: Pornography as technology industry. Porn Studies, 5(3), 338342. https://doi.org/10.1080/23268743.2018.1483208

Keogh, 2018 Keogh, B. (2018). A play of bodies: How we perceive videogames. MIT Press.

Kilteni et al., 2012 Kilteni, K. , Groten, R. , & Slater, M. (2012). The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments, 21(4), 373387. https://doi.org/10.1162/PRES_a_00124

Kim, 2017 Kim, K. C. H. (2017). Study of theme park attractions using virtual reality and augmented reality technologies. Journal of Digital Convergence, 15(9), 443452.

Kingwell, 2019 Kingwell, M. (2019). Wish I were here: Boredom and the interface. McGill-Queen's Press-MQUP.

Kinsley, 2015 Kinsley, S. (2015). Memory programmes: The industrial retention of collective life. Cultural Geographies, 22(1), 155175. https://doi.org/10.1177/1474474014555658

Klevjer, 2012 Klevjer, R. (2012). Enter the avatar: The phenomenology of prosthetic telepresence in computer games. In J. R. Sageng , H. Fossheim , & T. J. Larsen (Eds.), The philosophy of computer games (pp. 1738). Springer.

Kolbert, 2021 Kolbert, E. (2021). Why bitcoin is bad for the environment. The New Yorker. https://www.newyorker.com/news/daily-comment/why-bitcoin-is-bad-for-the-environment. Accessed on May 11, 2022.

Kü cklich, 2005 Kücklich, J. (2005). Precarious playbour: Modders and the digital games industry. Fibreculture Journal, 5.

Lambert, 2021 Lambert, N. (2021). Beyond NFTs: A possible future for digital art. ITNOW, 63(3), 810.

Lanier, 2014 Lanier, J. (2014). Who owns the future? Penguin.

Lanier, 2017 Lanier, J. (2017). Dawn of the new everything: A journey through virtual reality. Bodley Head.

Lawrence et al., 2003 Lawrence, E. , Newton, S. , Corbitt, B. , Lawrence, J. , Dann, S. , & Thanasankit, T. (2003). Internet commerce: Digital models for business. John Wiley & Sons.

Lee, 2021 Lee, A. (2021). ‘Still a long way from being realized’: A Q&A with author and metaverse inventor Neal Stephenson. Digiday. https://digiday.com/marketing/still-a-long-way-from-being-realized-a-qa-with-author-and-metaverse-inventor-neal-stephenson/. Accessed on June 10, 2022.

Leszczynski, 2016 Leszczynski, A. (2016). Speculative futures: Cities, data, and governance beyond smart urbanism. Environment and Planning A: Economy and Space, 48(9), 16911708.

Liberati, 2017 Liberati, N. (2017). Teledildonics and new ways of “being in touch”: A phenomenological analysis of the use of haptic devices for intimate relations. Science and Engineering Ethics, 23(3), 801823.

Lima, 2021 Lima, C. (2021). A whistleblower's power: Key takeaways from the Facebook papers. Washington Post. https://www.washingtonpost.com/technology/2021/10/25/what-are-the-facebook-papers/. Accessed on February 22, 2022.

Lochrie and Coulton, 2012 Lochrie, M. , & Coulton, P. (2012). Sharing the viewing experience through second screens. In 10th European conference on interactive TV and video, Berlin, July.

Lovink, 2011 Lovink, G. (2011). Networks without a cause: A critique of social media. Polity Press.

Lovink, 2019 Lovink, G. (2019). Sad by design. Pluto Press.

Lupton, 2016 Lupton, D. (2016). The quantified self. John Wiley & Sons.

Lupton, 2017 Lupton, D. (2017). Self-tracking, health and medicine. Health Sociology Review, 26(1), 15.

Lupton, 2020 Lupton, D. (2020). Wearable devices. In I. Pedersen & A. Iliadis (Eds.), Embodied computing: Wearables, implantables, embeddables, ingestibles (pp. 5070). MIT Press.

Mackson et al., 2019 Mackson, S. B. , Brochu, P. M. , & Schneider, B. A. (2019). Instagram: Friend or foe? The application’s association with psychological well-being. New Media & Society, 21(10), 21602182.

Makuch, 2021 Makuch, E. (2021). Mark Zuckerberg outlines his vision for a ready player one-like metaverse and it sounds wild. Games. https://www.gamespot.com/articles/mark-zuckerberg-outlines-his-vision-for-a-ready-player-one-like-metaverse-and-it-sounds-wild/1100-6494443/. Accessed on June 10, 2022.

Malaby, 2007 Malaby, T. M. (2007). Beyond play: A new approach to games. Games and Culture, 2(2), 95113.

Maloney et al., 2020 Maloney, D. , Freeman, G. , & Wohn, D. Y. (2020). ‘Talking without a voice’ understanding non-verbal communication in social virtual reality. In Proceedings of the ACM on human-computer interaction (4 CSCW2, pp. 125). ACM.

Maloney et al., 2019 Maloney, M. , Roberts, S. , & Graham, T. (2019). Gender, masculinity and video gaming: Analysing Reddit's r/gaming community. Palgrave Macmillan.

Mandryk and Inkpen, 2004 Mandryk, R. L. , & Inkpen, K. M. (2004). Physiological indicators for the evaluation of co-located collaborative play. In Proceedings of the 2004 ACM conference on computer supported cooperative work (pp. 102111).

Marr, 2022 Marr, B. (2022). How the metaverse will change cryptocurrency. Forbes. https://www.forbes.com/sites/bernardmarr/2022/04/25/how-the-metaverse-will-change-cryptocurrency/?sh=711dcab44fe4. Accessed on April 26, 2022.

McVeigh-Schultz et al., 2019 McVeigh-Schultz, J. , Kolesnichenko, A. , & Isbister, K. (2019). Shaping pro-social interaction in VR: An emerging design framework. In Proceedings of the 2019 CHI conference on human factors in computing systems (pp. 112). Association for Computing Machinery.

Meta, 2021 Meta . (2021). The metaverse and how we'll build it together. Meta. https://www.youtube.com/watch?v=Uvufun6xer8&t=2691s. Accessed on April 28, 2022.

Meta Quest, 2022 Meta Quest . (2022). https://www.oculus.com/experiences/entertainment/. Accessed on June 27, 2022.

Milk, 2015 Milk, C. (2015). How virtual reality can create the ultimate empathy machine. TED Talks. https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_ultimate_empathy_machine. Accessed on April 1, 2018.

Minsky, 1980 Minsky, M. (1980). Telepresence. Omni Magazine, pp. 4452. https://philpapers.org/rec/MINT. Accessed on May 30, 2022.

MIT Technology Review, 2018 MIT Technology Review . (2018). When science fiction inspires real technology. https://www.technologyreview.com/2018/04/05/67057/when-science-fiction-inspires-real-technology/. Accessed on June 10, 2022.

Molina and Sundar, 2018 Molina, M. D. , & Sundar, S. S. (2018). Can mobile apps motivate fitness tracking? A study of technological affordances and workout behaviors. Health Communication, 35(1), 6574.

Moustafa and Steed, 2018 Moustafa, F. , & Steed, A. (2018). A longitudinal study of small group interaction in social virtual reality. In Proceedings of the 24th ACM symposium on virtual reality software and technology (pp. 110). ACM. https://doi.org/10.1145/3281505.3281527

Murphy, 2022 Murphy, H. (2022). Facebook owner meta targets finance with ‘Zuck Bucks’ and creator coins. Financial Times. https://www.ft.com/content/50fbe9ba-32c8-4caf-a34e-234031019371. Accessed on May 10, 2022.

Murray, 1997 Murray, J. H. (1997). Hamlet on the holodeck. MIT Press.

Nardi and Harris, 2006 Nardi, B. , & Harris, J. (2006). Strangers and friends: Collaborative play in world of Warcraft. In Proceedings of the 2006 20th anniversary conference on computer supported cooperative work (pp. 149158).

Neff and Nafus, 2016 Neff, G. , & Nafus, D. (2016). Self-tracking. MIT Press.

Negroponte, 1993 Negroponte, N. (1993). Virtual reality: Oxymoron or pleonasm? Wired. https://www.wired.com/1993/06/negroponte-11/

Newman, 2002 Newman, J. (2002). The myth of the ergodic videogame. Game Studies, 2(1), 117.

Newman, 2022 Newman, D. (2022). Apple, meta and the $10 billion impact of privacy changes. Forbes. https://www.forbes.com/sites/danielnewman/2022/02/10/apple-meta-and-the-ten-billion-dollar-impact-of-privacy-changes/?sh=70a1f02d72ae. Accessed on June 8, 2022.

Nguyen, 2016 Nguyen, J. (2016). Minecraft and the building blocks of creative individuality. Configurations, 24(4), 471500.

Niemeyer and Gerber, 2015 Niemeyer, D. J. , & Gerber, H. R. (2015). Maker culture and Minecraft: Implications for the future of learning. Educational Media International, 52(3), 216226.

Nightingale, 2007 Nightingale, V. (2007). New media worlds? Challenge for convergence. In V. Nightingale & T. Dwyer (Eds.), New media worlds: Challenge for convergence (pp. 1936). Oxford University Press.

Nofer et al., 2017 Nofer, M. , Gomber, P. , Hinz, O. , & Schiereck, D. (2017). Blockchain. Business & Information Systems Engineering, 59(3), 183187.

O’ Reilly, 2009 O'Reilly, T. (2009). What is web 2.0. O'Reilly Media, Inc.

Outlaw and Duckles, 2017 Outlaw, J. , & Duckles, B. (2017). Social VR. The Extended Mind. www.extendedmind.io/social-vr

Paasonen, 2011 Paasonen, S. (2011). Carnal resonance: Affect and online pornography. MIT Press.

Paasonen, 2014 Paasonen, S. (2014). Between meaning and mattering: On affect and porn studies. Porn Studies, 1(1–2), 136142. https://doi.org/10.1080/23268743.2014.880225

Paasonen et al., 2019 Paasonen, S. , Jarrett, K. , & Light, B. (2019). NSFW: Sex, humor, and risk in social media. MIT Press.

Palmer, 2006 Palmer, M. (2006). Data is the new oil http://ana.blogs.com/maestros/2006/11/data_is_the_new.html. Accessed on March 23, 2018.

Parisi, 2018 Parisi, D. (2018). Archaeologies of touch: Interfacing with haptics from electricity to computing. University of Minnesota Press.

Parker and Saker, 2020 Parker, E. , & Saker, M. (2020). Art museums and the incorporation of virtual reality: Examining the impact of VR on spatial and social norms. Convergence, 26(5–6), 11591173.

Parkin, 2022 Parkin, S. (2022). The trouble with Roblox, the video game empire built on child labour. The Guardian, January 9, 2022. https://www.theguardian.com/games/2022/jan/09/the-trouble-with-roblox-the-video-game-empire-built-on-child-labour. Accessed on June 13, 2022.

Pavlik and Bridges, 2013 Pavlik, J. V. , & Bridges, F. (2013). The emergence of augmented reality (AR) as a storytelling medium in journalism. Journalism & Communication Monographs, 15(1), 459.

Patel, 2021 Patel, N. (2021). The best thing to do in VR IS work out. Verge. https://www.theverge.com/22379859/vr-virtual-reality-fitness-work-out-supernatural-chris-milk-interview. Accessed on April 25, 2022.

Pateman, 2012 Pateman, C. (2012). Participatory democracy revisited. Perspectives on Politics, 10(1), 719.

Penny, 1994 Penny, S. (1994). Virtual reality as the completion of the enlightenment project. In G. Bender & T. Druckrey (Eds.), Culture on the brink: Ideologies of technology (pp. 231248). The New Press.

Pitts, 2013 Pitts, R. (2013). The birth of Xbox live. Polygon. https://www.polygon.com/features/2013/11/11/4849940/xbox-live-millennium-e. Accessed on June 10, 2022.

Prasad, 2021 Prasad, E. S. (2021). The future of money: How the digital revolution is transforming currencies and finance. Harvard University Press.

Putnam, 1995 Putnam, R. (1995). Bowling alone: America's declining social capital. Journal of Democracy, 6(1), 6578. http://dx.doi.org/10.1353/jod.1995.0002

Raessens, 2014 Raessens, J. (2014). The ludification of culture. Meson Press.

Rheingold, 1993 Rheingold, H. (1993). The virtual community: Finding connection in a computerized world. Addison-Wesley Longman Publishing Co.

Roach, 2021 Roach, J. (2021). Mesh for Microsoft Teams aims to make collaboration in the ‘metaverse’ personal and fun. https://news.microsoft.com/innovation-stories/mesh-for-microsoft-teams/. Accessed on March 10, 2022.

Rome, 2019 Rome, R. J. (2019). Narrative virtual reality filmmaking: A communication conundrum. Doctoral dissertation, Regent University.

Rubin, 2018 Rubin, P. (2018). Future presence: How virtual reality is changing human connection, intimacy, and the limits of ordinary life. HarperOne.

Rushkoff, 2010 Rushkoff, D. (2010). Program or be programmed: Ten commands for a digital age. Soft Skull Press.

Rzeszewski and Evans, 2020 Rzeszewski, M. , & Evans, L. (2020). Virtual place during quarantine–a curious case of VRChat. Rozwój Regionalny i Polityka Regionalna, 51, 5775. https://doi.org/10.14746/rrpr.2020.51.06

Saker and Frith, 2019 Saker, M. , & Frith, J. (2019). From hybrid space to dislocated space: Mobile virtual reality and a third stage of mobile media theory. New Media & Society, 21(1), 214228.

Saker and Frith, 2020 Saker, M. , & Frith, J. (2020). Coextensive space: Virtual reality and the developing relationship between the body, the digital and physical space. Media, Culture & Society, 42(7–8), 14271442.

Saker and Frith, 2022 Saker, M. , & Frith, J. (2022). Contiguous identities: The virtual self in the supposed Metaverse. First Monday.

Salen and Zimmerman, 2003 Salen, K. , & Zimmerman, E. (2003). Rules of play: Game design fundamentals. MIT Press.

Sá nchez Laws, 2020 Sánchez Laws, A. L. (2020). Can immersive journalism enhance empathy? Digital Journalism, 8(2), 213228.

Sardar, 1995 Sardar, Z. (1995). alt. civilizations. faq cyberspace as the darker side of the west. Futures, 27(7), 777794.

Schroeder, 2001 Schroeder, R. (2001). The social life of avatars: Presence and interaction in shared virtual environments. Springer Science & Business Media.

Schroeder, 2010 Schroeder, R. (2010). Being there together: Social interaction in shared virtual environments. Oxford University Press.

Selva, 2016 Selva, D. (2016). Social television: Audience and political engagement. Television & New Media, 17(2), 159173.

Sheridan, 1992 Sheridan, T. B. (1992). Musings on telepresence and virtual presence. Presence: Teleoperators & Virtual Environments, 1, 120126. https://doi.org/10.1162/pres.1992.1.1.120

Sicart, 2014 Sicart, M. (2014). Play matters. MIT Press.

Silver, 2020 Silver, C. (2020). How the transparency of blockchain drives value. Forbes. https://www.forbes.com/sites/forbestechcouncil/2020/02/14/how-the-transparency-of-blockchain-drives-value/?sh=30c5991231a6. Accessed on May 5, 2022.

Slater, 2009 Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 35493557. https://doi.org/10.1098/rstb.2009.0138

Slater, 2018 Slater, M. (2018). Immersion and the illusion of presence in virtual reality. British Journal of Psychology, 109(3), 431433.

Slater and Wilbur, 1997 Slater, M. , & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603616.

Song, 2020 Song, S. (2020). What is a Digisexual? Paper, January 9. https://www.papermag.com/digisexual-sex-with-sandra-2644656349.html. Accessed on March 11, 2020.

Song et al., 2021 Song, H. , Kim, J. , Nguyen, T. P. , Lee, K. M. , & Park, N. (2021). Virtual reality advertising with brand experiences: The effects of media devices, virtual representation of the self, and self-presence. International Journal of Advertising, 40(7), 10961114.

Sorkin, 2021 Sorkin, A. D. (2021). The race to leave planet earth. The New Yorker. https://www.newyorker.com/magazine/2021/07/26/the-race-to-leave-planet-earth. Accessed on June 10, 2022.

Sparrow and Karas, 2020 Sparrow, R. , & Karas, L. (2020). Teledildonics and rape by deception. Law, Innovation and Technology, 12(1), 175204.

Spielberg, 2018 Spielberg, S. (2018). Ready player one. Warner Bros.

Srnicek, 2016 Srnicek, N. (2016). Platform capitalism. Polity.

Stephenson, 1992 Stephenson, N. (1992). Snow crash. Bantam Books.

Steuer, 1992 Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 7393.

Sudnow, 1983 Sudnow, D. (1983). Pilgrim in the microworld. Warner Books.

Sutherland, 1965 Sutherland, I. (1965). The ultimate display. In Proceedings of the international federation of information processing congress (pp. 506508).

Swisher, 2021 Swisher, K. (2021). He conceived of the Metaverse in the '90s. he's unimpressed with Mark Zuckerberg's. New York Times. https://www.nytimes.com/2021/12/13/opinion/sway-kara-swisher-neal-stephenson.html. Accessed on June 8, 2022.

Swisher and Lanier, 2021 Swisher, K. , & Lanier, J. (2021). The metaverse: Expectations vs. reality. New York Times. https://www.nytimes.com/2021/11/11/opinion/sway-kara-swisher-jaron-lanier.html. Accessed on June 8, 2022.

Terranova, 2000 Terranova, T. (2000). Free labor: Producing culture for the digital economy. Social Text, 18(2), 3358.

Terranova, 2004 Terranova, T. (2004). Network culture: Politics for the information age. Pluto Press.

Till, 2014 Till, C. (2014). Exercise as labour: Quantified self and the transformation of exercise into labour. Societies, 4(3), 446462.

Till, 2019 Till, C. (2019). Creating ‘automatic subjects’: Corporate wellness and self-tracking. Health, 23(4), 418435.

Tziallas, 2018 Tziallas, E. (2018). The pornopticon. Porn Studies, 5(3), 333337.

Vaidhyanathan, 2018 Vaidhyanathan, S. (2018). Antisocial media: How Facebook disconnects us and undermines democracy. Oxford University Press.

Van Dijck, 2013 Van Dijck, J. (2013). Cultures of connectivity. Oxford University Press.

Van Kerrebroeck et al., 2017 Van Kerrebroeck, H. , Brengman, M. , & Willems, K. (2017). When brands come to life: Experimental research on the vividness effect of virtual reality in transformational marketing communications. Virtual Reality, 21(4), 177191.

Vincent, 2018 Vincent, J. (2018). Adult Cam Site CamSoda will offer ‘virtual intercourse with real people’ using sex dolls and VR. Verge, January 24. https://www.theverge.com/2018/1/24/16927126/teledildonics-sex-doll-vr-camsoda-virp. Accessed on March 11, 2020.

Vorderer, 2001 Vorderer, P. (2001). It's all entertainment—sure. But what exactly is entertainment? Communication research, media psychology, and the explanation of entertainment experiences. Poetics, 29(4–5), 247261.

Vorderer and Klimmt, 2021 Vorderer, P. , & Klimmt, C. (Eds.). (2021). The Oxford handbook of entertainment theory. Oxford University Press.

Wachowski and Wachowski, 1999 Wachowski, L. , & Wachowski, L. (1999). The matrix. Warner Bros.

Wark, 2009 Wark, M. (2009). Gamer theory. Harvard University Press.

Welfare, 2019 Welfare, A. (2019). Commercializing blockchain: Strategic applications in the real world. John Wiley & Sons.

White, 2021 White, J. (2021). IKEA's fancy new AR app lets you design entire rooms. Wired. https://www.wired.co.uk/article/ikea-studio-ar-app. Accessed on May 09, 2022.

Whittaker, 2021 Whittaker, Z. (2021). Peloton's Leaky API let anyone grab ridiers' private account data. Techcrunch. https://techcrunch.com/2021/05/05/peloton-bug-account-data-leak. Accessed on April 14, 2022.

Wigand et al., 2008 Wigand, R. T. , Benjamin, R. I. , & Birkland, J. L. (2008). Web 2.0 and beyond: Implications for electronic commerce. In Proceedings of the 10th international conference on electronic commerce (pp. 15).

Wilcox et al., 2006 Wilcox, L. M. , Allison, R. S. , & Elfassy, S. (2006). Personal space in virtual reality. ACM Transactions on Applied Perception, 3(4), 17.

Williams, 2016 Williams, K. (2016). The out-of-home immersive entertainment frontier: Expanding interactive boundaries in leisure facilities. Routledge.

Williams et al., 2006 Williams, D. , Ducheneaut, N. , Xiong, L. , Zhang, Y. , Yee, N. , & Nickell, E. (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games and Culture, 1(4), 338361.

Willings, 2020 Willings, A. (2020). Superhot VR review: RVirtual reality's most frustratingly enjoyable game. Pocket-lint. https://www.pocket-lint.com/ar-vr/reviews/142397-superhot-vr-review-virtual-reality-s-most-frustratingly-enjoyable-game. Accessed on April 12, 2022.

Wilson, 2016 Wilson, S. (2016). The living room: Second screens and TV audiences. Television & New Media, 17(2), 174191.

Wohn and Na, 2011 Wohn, D. Y. , & Na, E. K. (2011). Tweeting about TV: Sharing television viewing experiences via social media message streams. First Monday, 16(3).

Wolfson, 2021 Wolfson, S. (2021). Metaverse, mars, meditation retreats: Billionaires want to escape the world they ruined. The Guardian. https://www.theguardian.com/lifeandstyle/2021/oct/29/metaverse-zuckerberg-mars-billionaires-escape-world. Accessed on June 10, 2022.

Woolley, 1993 Woolley, B. (1993). Virtual worlds: A journey in hype and hyperreality. Penguin.

Zuboff, 2019 Zuboff, S. (2019). The age of surveillance capitalism: The fight for a human future at the new frontier of power. Profile Books.