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photographic and textual cues influenced the level of trust but not that of trustworthiness. -- Trust ; experiment ; internet …
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exists entirely on 40 computers in San Diego. Unlike many internet ventures, virtual worlds are making money - with annual … internet innovations, virtual worlds may soon become the primary venue for all online activity. …
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Several million people currently have accounts in massively multi-player online games, places in cyberspace that are effectively large-scale shared virtual reality environments. The population of these virtual worlds has grown rapidly since their inception in 1996; significantly, each world also...
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