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Playing with Virtual Reality: Early ...
~
Foxman, Maxwell.
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Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology./
作者:
Foxman, Maxwell.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2018,
面頁冊數:
375 p.
附註:
Source: Dissertation Abstracts International, Volume: 79-09(E), Section: A.
Contained By:
Dissertation Abstracts International79-09A(E).
標題:
Communication. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10786518
ISBN:
9780355861990
Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology.
Foxman, Maxwell.
Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology.
- Ann Arbor : ProQuest Dissertations & Theses, 2018 - 375 p.
Source: Dissertation Abstracts International, Volume: 79-09(E), Section: A.
Thesis (Ph.D.)--Columbia University, 2018.
This dissertation examines early adopters of mass-marketed Virtual Reality (VR), as well as other immersive technologies, and the playful processes by which they incorporate the devices into their lives within New York City. Starting in 2016, relatively inexpensive head-mounted displays (HMDs) began to be manufactured and distributed by leaders in the game and information technology industries. However, even before these releases, developers and content creators were testing the devices through "development kits." These de facto early adopters, who are distinctly commercially-oriented, acted as a launching point for the dissertation to scrutinize how, why and in what ways digital technologies spread to the wider public.
ISBN: 9780355861990Subjects--Topical Terms:
524709
Communication.
Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology.
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This dissertation examines early adopters of mass-marketed Virtual Reality (VR), as well as other immersive technologies, and the playful processes by which they incorporate the devices into their lives within New York City. Starting in 2016, relatively inexpensive head-mounted displays (HMDs) began to be manufactured and distributed by leaders in the game and information technology industries. However, even before these releases, developers and content creators were testing the devices through "development kits." These de facto early adopters, who are distinctly commercially-oriented, acted as a launching point for the dissertation to scrutinize how, why and in what ways digital technologies spread to the wider public.
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Taking a multimethod approach that combines semi-structured interviews, two years of participant observation, media discourse analysis and autoethnography, the dissertation details a moment in the diffusion of an innovation and how publicity, social forces and industry influence adoption. This includes studying the media ecosystem which promotes and sustains VR, the role of New York City in framing opportunities and barriers for new users, and a description of meetups as important communities where devotees congregate.
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