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Public Diplomacy and Virtual Worlds |
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Abstract:
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My goal in this paper will be to describe how "virtual worlds" can facilitate intercultural dialogue among various groups; how new actors have emerged in and around the scope of virtual worlds that serve to enhance and expand on the intents of public diplomacy. How unintentional public diplomacy efforts, private sector leadership in the form of the virtual world ?Second Life? are redefining the rules and iterations of a 21st Century Public Diplomacy. Virtual worlds, traditionally, but not exclusively constructed through massively multiplayer online games (MMOGs), function as communication networks in three different ways:? As one-to-many networks (developer to community). Virtual worlds, in other words, are created by a team of developers and include assumptions, values and beliefs in the structure, design, and art of the game.? As many-to-many networks. Virtual worlds are networked communication systems, which allow for interactive chat, internal email, and private and public messaging. Communication can occur among and between any of the online participants in a multitude of configurations.? As one-to-many networks (player to community). Virtual worlds also offer individual players increasing access to a new form of ?broadcast.? from things as basic as avatar appearance and selection to the ability to create and display objects or messages in public forums or virtual space.Each of these spaces provides us with research questions that can help us to better understand the role of virtual worlds in public diplomacy. |
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Association:
Name: International Studies Association 48th Annual Convention URL: http://www.isanet.org
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Citation:
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MLA Citation:
| Fouts, Joshua. "Public Diplomacy and Virtual Worlds" Paper presented at the annual meeting of the International Studies Association 48th Annual Convention, Hilton Chicago, CHICAGO, IL, USA, Feb 28, 2007 <Not Available>. 2009-05-24 <http://www.allacademic.com/meta/p181084_index.html> |
APA Citation:
| Fouts, J. S. , 2007-02-28 "Public Diplomacy and Virtual Worlds" Paper presented at the annual meeting of the International Studies Association 48th Annual Convention, Hilton Chicago, CHICAGO, IL, USA <Not Available>. 2009-05-24 from http://www.allacademic.com/meta/p181084_index.html |
Publication Type: Conference Paper/Unpublished Manuscript Abstract: My goal in this paper will be to describe how "virtual worlds" can facilitate intercultural dialogue among various groups; how new actors have emerged in and around the scope of virtual worlds that serve to enhance and expand on the intents of public diplomacy. How unintentional public diplomacy efforts, private sector leadership in the form of the virtual world ?Second Life? are redefining the rules and iterations of a 21st Century Public Diplomacy. Virtual worlds, traditionally, but not exclusively constructed through massively multiplayer online games (MMOGs), function as communication networks in three different ways:? As one-to-many networks (developer to community). Virtual worlds, in other words, are created by a team of developers and include assumptions, values and beliefs in the structure, design, and art of the game.? As many-to-many networks. Virtual worlds are networked communication systems, which allow for interactive chat, internal email, and private and public messaging. Communication can occur among and between any of the online participants in a multitude of configurations.? As one-to-many networks (player to community). Virtual worlds also offer individual players increasing access to a new form of ?broadcast.? from things as basic as avatar appearance and selection to the ability to create and display objects or messages in public forums or virtual space.Each of these spaces provides us with research questions that can help us to better understand the role of virtual worlds in public diplomacy. |
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