Description

Book Synopsis

Perfect for humanities scholars fascinated by the potential of virtual space, Rethinking Virtual Places challenges both traditional and recent evaluation methods to address the complicated problem of understanding how people evaluate and engage with the notion of place.



Trade Review

"An essential contribution to a very current topic."—Marc Aurel Schnabel, Victoria University of Wellington



Table of Contents

Foreword
Acknowledgments
Introduction: Rethinking Virtual Places
1. A Potted History of Virtual Reality
2. Dead, Dying, Failed Worlds
3. Architecture: Places Without People
4. Theories of Place & Cyberspace
5. Rats & Goosebumps: Mind, Body & Embodiment
6. Games are not Interactive Places
7. Do Serious Gamers Learn From Place?
8. Cultural Places
9. Evaluating Sense of Place, Virtual Places & Virtual Worlds
10. Place-Making Interfaces & Platforms
Conclusion: Dwelling, Culture, Care
Glossary
Index

Rethinking Virtual Places

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£25.19

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RRP £27.99 – you save £2.80 (10%)

Order before 4pm today for delivery by Mon 19 Jan 2026.

A Paperback / softback by Erik M. Champion

15 in stock


    View other formats and editions of Rethinking Virtual Places by Erik M. Champion

    Publisher: Indiana University Press
    Publication Date: 30/11/2021
    ISBN13: 9780253058355, 978-0253058355
    ISBN10: 025305835X

    Description

    Book Synopsis

    Perfect for humanities scholars fascinated by the potential of virtual space, Rethinking Virtual Places challenges both traditional and recent evaluation methods to address the complicated problem of understanding how people evaluate and engage with the notion of place.



    Trade Review

    "An essential contribution to a very current topic."—Marc Aurel Schnabel, Victoria University of Wellington



    Table of Contents

    Foreword
    Acknowledgments
    Introduction: Rethinking Virtual Places
    1. A Potted History of Virtual Reality
    2. Dead, Dying, Failed Worlds
    3. Architecture: Places Without People
    4. Theories of Place & Cyberspace
    5. Rats & Goosebumps: Mind, Body & Embodiment
    6. Games are not Interactive Places
    7. Do Serious Gamers Learn From Place?
    8. Cultural Places
    9. Evaluating Sense of Place, Virtual Places & Virtual Worlds
    10. Place-Making Interfaces & Platforms
    Conclusion: Dwelling, Culture, Care
    Glossary
    Index

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