The Transformation of the World

[1]  Brian Neil Levine,et al.  Cheat-proof playout for centralized and distributed online games , 2001, Proceedings IEEE INFOCOM 2001. Conference on Computer Communications. Twentieth Annual Joint Conference of the IEEE Computer and Communications Society (Cat. No.01CH37213).

[2]  Michael De Kare-Silver E-Shock : The New Rules--Internet Strategies for Retailers and Manufacturers , 2001 .

[3]  Raph Koster,et al.  Developing Online Games: An Insider's Guide , 2003 .

[4]  Naresh K. Malhotra,et al.  Marketing Research: An Applied Orientation , 1993 .

[5]  Brian E. Mennecke,et al.  It's Just a Game, or is It? Real Money, Real Income, and Real Taxes in Virtual Worlds , 2007, Commun. Assoc. Inf. Syst..

[6]  Colin J. Coulson-Thomas,et al.  Developing a corporate learning strategy , 1999, Int. J. Inf. Technol. Manag..

[7]  Kajal T. Claypool,et al.  Latency and player actions in online games , 2006, CACM.

[8]  Hsiu-Fen Lin,et al.  Antecedents of Virtual Community Satisfaction and Loyalty: An Empirical Test of Competing Theories , 2008, Cyberpsychology Behav. Soc. Netw..

[9]  Viktor Mayer-Schoenberger,et al.  Napster's Second Life? - the Regulatory Challenges of Virtual Worlds , 2005 .

[10]  Chuen-Tsai Sun,et al.  Player Guild Dynamics and Evolution in Massively Multiplayer Online Games , 2008, Cyberpsychology Behav. Soc. Netw..

[11]  Shun-Yun Hu,et al.  An efficient and secure event signature (EASES) protocol for peer-to-peer massively multiplayer online games , 2008, Comput. Networks.

[12]  Paul Stoneman,et al.  EXPLORING TIME USE , 2008 .

[13]  Ivan E. Sutherland,et al.  The Ultimate Display , 1965 .

[14]  Julia Gelfand,et al.  Virtual Reality and Establishing a Presence in Second Life : New Forms of Grey Literature? , 2008 .

[15]  Teresa Brannick,et al.  Business Research Methods: Strategies, Techniques and Sources , 1997 .

[16]  Alejandro P. Buchmann,et al.  Addressing cheating in distributed MMOGs , 2005, NetGames '05.

[17]  Fan-Chuan Tseng,et al.  Interplay between Physical and Virtual Settings for Online Interpersonal Trust Formation in Knowledge-Sharing Practice , 2008, Cyberpsychology Behav. Soc. Netw..

[18]  Honghui Lu,et al.  Peer-to-peer support for massively multiplayer games , 2004, IEEE INFOCOM 2004.

[19]  N.E. Baughman,et al.  Cheat-Proof Playout for Centralized and Peer-to-Peer Gaming , 2007, IEEE/ACM Transactions on Networking.

[20]  Ingoo Han,et al.  The impact of the online and offline features on the user acceptance of Internet shopping malls , 2004, Electron. Commer. Res. Appl..

[21]  Katherine Guo,et al.  Support for resilient Peer-to-Peer gaming , 2007, Comput. Networks.