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Sources in Rhetoric and Communication in Virtual Worlds, defined as Interactive online social environments, including social media, discussion boards, blogs, 3D grids and multiplayer roleplay games.

SourcesEdit

DeAndrea, David C., Stephanie Tom Tong, Yuhua Jake Liang, Timothy R. Levine , & Joseph B. Walther. "When Do People Misrepresent Themselves to Others? The Effects of Social Desirability, Ground Truth, and Accountability on Deceptive Self-Presentations." Journal of Communication 62 (2012): 400-417.

Martey, Rosa Mikeall, and Mia Consalvo. "Performing the Looking-Glass Self: Avatar Appearance and Group Identity in Second Life." Popular Communication 9 (2011): 165-180.

Walther, Joseph B., et al. (2011). The Effect of Feedback on Identity Shift in Computer-Mediated Communication. Media Psychology 14: 1-26.