A gaming widow is one member of a physical world partnership, who is left behind, as the other member spends for all practical intents and purposes, 100% of their time immersed in a massively multiplayer gameworld. The physical relationship is left behind, entirely neglected.
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Gaming Lives explores the complexly rendered relationship between computer gaming environments and literacy development by focusing on in-depth case studies of computer gamers in the United States at the beginning of the twenty-first century. This volume examines the claim that computer games can provide better literacy and learning environments than U.S. schools.
Immortal, yet all too easily forgotten golden rules to observe when you are an administrator of any world, gaming, social, medical or educational. Although rule four is not always applicable, as not every VR is gaming, the spirit of it is still true. With power, comes responsibility, never, ever forget it.
Ninety per cent of the young people who seek treatment for compulsive computer gaming are not addicted, according to Keith Bakker the founder and head of Europe's first and only clinic to treat gaming addicts.
Logitech's G19 keyboard is in its own way, a serious attempt at a mainstream VR interface. It is designed as a gamers keyboard, attempting to heighten immersion for gaming for the majority of users who do not touch-type. The board actually has an adjustable liquid crystal monitor built into the back of it, above the function keys.
Complete Website: Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research
A periodical journal, extending back over three decades; advocating the use of holistic approach to VR, general simulations, and gaming, in cross-industry cooperation, and the furtherance of all. Sharing more than a few core principles with VWN, this print journal is much older than ourselves, and, though it is fighting the same fight, is often constrained by academic limitations. Nonetheless, their influence is significant.
Video gaming has received a lot of high-publicity bad press. It has also received as much, if not more, low-publicity good press and praise for the good uses of gaming environments with computers. As social virtual worlds are still considered to be video games by many non-users, this bad press invariably knocks onto social VR and VR gameworlds like MUDs, and the large MMOs.
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An interesting article, discussing how to group data together, so that all players only get the information essential to them.
Complete Website: Gameznet.com
General gaming news site, also has many good papers and tutorials relavant to virtual worlds, and a healthy forum.
As Halo 3 chalks up $130,000,000 in its first 24 hours' trading, this BBC article looks at the ongoing flow of gaming and social VR from niche activity to the new way of life.
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Nokia plans to make N-Gage mobile games playable on more of its smartphones, it announced at the E3 gaming expo in LA.
Nokia is keen on "connected multiplayer gaming" which lets people play against others across mobile netw...
Taking directly from the blurb:
"Meltdown 2004 is two intense days for gaming industry experts to test your limits.
Go one-on-one with leading hardware developers. Learn the latest news about gaming's hottest advance...
Virtual goods such as weapons or digital bottles of champagne traded in the US could be worth up to $5bn in the next five years, experts predict. In Asia, sales are already around the $5bn mark and rapidly growing.
For many, ...
Just hours after Friday's annual lighting of the Imagine Peace Tower in Iceland, a virtual version of the tribute to late Beatle John Lennon opened in online world Second Life.
"I hope we will all come to visit it when it l...
Rival gaming systems should make way for a single open platform, according to Gerhard Florin, senior executive at Electronic Arts, and head of international publishing.
"We want an open, standard platform which is much easie...