Arnould, E.J. ve M. Wallendorf (1994), “Market-Orientated Ethnography:
Interpretation Building And Marketing Strategy Formulation”, Journal of
Marketing Research, 31, 484 -503.
Becker, J.A.H. ve G.H.Stamp (2005), “Impression Management In Chat rooms: A
Grounded Theory Model”, Communication Studies, 56 (3), 243-260.
Bell, D. (2001), An Introduction To Cybercultures, London: Routledge.
Binark, M. (Ekim, 2007), “Sanal Uzamda Oyun Kültürü ve Dijital Oyunlar”,
Türkiye’de İnternet Konferansı’nda sunulan bildiri, Ankara, http://inettr.
org.tr/inetconf11/bildiri/89.pdf (Erişim: 07.10.2009).
Boellstorf, T. (2008), Coming Of Age In Second Life, USA: Princeton University.
Book, B. (2006, October), “Moving Beyond The Game: Social Virtual Worlds”.
State of Play 2 Conference, Cultures of Play Panel,
http://www.virtualworldsreview.com/info/contact.shtml (Erişim: 11.07. 2011).
Burck, C. (2005), “Comparing Qualitative Research Methodologies For Systemic
Research: The Use of Grounded Theory, Discourse Analysis And Narrative
Analysis”, Journal of Family Therapy, 27(3), 237-262.
Castells, M. (2002), “Gerçek Sanallık Kültürü”, Cogito, Çev. K. Atakay, 30, 213-215.
Castronova, E. (December, 2001), Virtual Worlds: A First-Hand Account of Market
And Society On The Cyberian Rrontier. CESifo working paper 618,
http://ssrn.com/abstract_294828 (Erişim tarihi: 15.08.2011).
Castronova, E. (2003), On Virtual Economies, Game Studies,
http://www.gamestudies.org/0302/castronova/ (Erişim tarihi: 20.08.2011)
Castronova, E. (2005), Synthetic Worlds: The Business And Culture of Online
Games, Chicago: University of Chicago Press.
Cheal, C. (2004), “Second Life: Hype or Hyperlearning?”, On The Horizon, 15(4).
204-210.
Chung, D., S.M.Shearman ve S.H. Lee (2003), “Why Young People Purchase
Avatar-Related Products In Cyberspace? An Analysis Of The Variables Influencing
The Purchase Of Avatar-Related Products”, 53rd Annual Meeting of the
International Communication Association, San Diego, CA
Condic, K.S. (2009), “Using Second Life As a Training Tool In An Academic Library”,
The Reference Librarian, 50(4), 333-345.
EKİM 2012 287
Damer, B. (2008), “A Brief History Of Virtual Worlds As A Medium For User-
Created Events”, Journal of Virtual Worlds Research, 1(1),
http://journals.tdl.org/jvwr/article/view/285/239 (Erişim:13.09. 2011).
de Nood, D. ve J. Attema (2006, October), “Second Life: The Second Life Of Virtual
Reality”, The Hague, EPN Electronic Highway Platform, http://www.epn.net/
interrealiteit/EPN-REPORT-he_Second_Life_of_VR.pdf (Erişim:15.08.2011).
Edwards, P., E.Domínguez, ve M.Rico (2008), “A Second Look At Second Life:
Virtual Role-Play As A Motivational Factor In Higher Education”, Ed: K. McFerrin,
Proceedings of Society For Information Technology & Teacher Education
International Conference, Chesapeake, VA: AACE, 2566-2571,
http://www.editlib.org/p/27603 (Erişim :12.10.2010).
Erdoğan, İ. (2005), İletişimi Anlama, Ankara: Erk.
Featherstone, M. ve R. Burrows (1995), “Culturel Of Technological Embodiment:
An Introduction”, Eds.: M. Featherstone ve R. Burrows, Cyberspace Cyberbodies
Cyberpunk Culturel of Technological Embodiment, London: Sage Publications.
Fetscherin, M ve C.Latteman (2007), “User Acceptance Of Virtual Worlds: An
Explorative Study About Second Life, http://secondliferesearch.blogspot.com/
2007_03_01_archive.html (Erişim: 08.03. 2009).
Gajjala, R. (2000), “Cyberethnography: Reading Each “Other” Online”,
www.pitt.edu-gajjala/define.html (Erişim:11.07.2011).
Gay, L.R., Mills, G.E. ve P. Airasian (2006), Educational Research. Competencies for
Analysis and Applications (8.ed.), USA:Pearson Prentice Hall.
Gunkel D.J. ve A. H. Gunkel (2009), “Terra Nova 2.0 The New World of
MMORPGs”, Critical Studies in Media Communication, 26(2),104-127.
Harrison, R. (2009), “Excavating Second Life Cyber-Archaeologies, Heritage And
Virtual Communities”, Journal of Material Culture, 14(1), 75-106.
Hine, C. (2005), “Virtual Methods And The Social Of Cyber-Social-Scientific
Knowledge”, Ed: C. Hine, Virtual methods, New York: Berg.
Holzwarth, M., C.Janiszewski ve M.Neumann (2006), “The Influence Of Avatars On
Online Consumer Shopping Behavior”, Journal of Marketing, 70, 19-36.
Jones, E. (2006), “I, Avatar: Constructions Of Self And Place In Second Life And The
Technological Imagination”, http://gnovis.georgetown.edu (Erişim :18.08.2010).
Jones, S.G. (1998), Cyber Society: Computermediated Communication And
Community, California: Sage.
ESKİŞEHİR OSMANGAZİ ÜNİVERSİTESİ 288 İİBF DERGİSİ
Jordan, B. (2010), “Blurring Boundaries: The “Real” And The “Virtual” In Hybrid
Spaces Introduction To The Section On Knowledge Flow In Online And Offline
Spaces”, Human Organization, 68(2), 191-193.
Koster, R. (2004, January), “A Virtual World By Any Other Name?” [Msg 21],
http://terranova.blogs.com/terra_nova/2004/06/a_virtual_world.html
(Erişim:31.08.2011).
Kozinets, R.V. (2002), “The Field Behind The Screen: Using Netnography for
Marketing Research in Online Communities”, Journal of Marketing Research,39 (1)
61-73.
LeBesco, K. (2004), “Managing Visibility, Intimacy, and Focus Online Critical
Ethnography”, Online Social Research, Methods, Issues & Ethics. (Ed:M.D.Johns),
New York:Peter Lang Punlishing.
Leonard, D. (2003), “Live In Your World, Play In Ours: Race, Video Games, And
Consuming The Other”, Studies in Media & Information Literacy Education, 3(4).
Messinger, P.R., E.Stroulia, K. Lyons, M.Bone, R.H Niu, K.Smirnov ve S. Perelgut
(2009), “Virtual Worlds - Past, Present, And Future: New Directions In Social
Computing”, Decision Support Systems, 47, 204–228.
Miles, M. B., ve Huberman, A. M. (1994), “Qualitative Data Analysis” (2nd ed.).
Thousand Oaks, CA: Sage.
Moon, J.M. (2007), “The New Way Sofcorporate Communication In Virtual
Environments: Case studies Of Second Life”, Master Thessis, The Faculty of The
Graduate School University Of Southern, California.
Rheingold, H. (1992), “A Slice Of Life In My Virtual Community”,
http://www2.fiu.edu/~mizrachs/virt-comm.html (Erişim:11.06.2011).
Robins, K. (1999), İmaj/Görmenin Kültür ve Politikası. İstanbul: Ayrıntı Yayınları.
Sass, E. (2010), “Second Life Chugs Along”, http://www.mediapost.com/?fa=
Articles.showArticle&art_aid=132912&nid=117095 (Erişim:12.10.2010).
Second Life Başlangıç Rehberi, (2009), http://www.extraloob.com/forums/View
topic.php?f=426&t=105213, (Erişim: 12.08.2009).
Second Life Starter Guide, (2003), oz.slinked.net/history/Second_Life_Starter_
Guide.pdf, (Erişim: 07.07.2009).
Second Life Türkiye, (2009), http://secondlifeturkiye.com/kayit/second-lifeturkiye-,
(Erişim:01.09.2009).
EKİM 2012 289
Siklos, R. (2006, October 19). “A Virtual World But Real Money”, The New York
Times,http://www.nytimes.com/2006/10/19/technology/19virtual.htmlex=11835
21600&en=9370daefa88875de&ei=5070, (Erişim:10.12.2010).
Strauss, A. L. ve J. Corbin (1990), Basics Of Qualitative Research: Grounded Theory
Procedures And Techniques. London: Sage Publications.
Suler, J. (1999), “The Basic Psychology Features Of Cyberspace”,
http://www.enotalone.com/article/2455.html, (Erişim:06.07.2010).
Tapley, R. (2008), Designing Your Second Life, USA:New Riders.
Thomas, R. M. (2003), Blending Qualitative & Quantitative Research Methods In
Theses And Dissertations, USA: Corwin Press.
Timisi, N. (2003), Yeni İletişim Teknolojileri ve Demokrasi, Ankara: Dost Kitabevi.
Topçuoğlu, N. (2007), “Second Life’ta Türk Şirketleri Danışman Desteğiyle
Kalkınacak”,
http://www.referansgazetesi.com/haber.aspxHBR_KOD=87007&KTG_KOD=204tü
rk, (Erişim:07.10.2009).
Tüter, M. S. (2007), “Aynı Anda İki Hayat Mümkün?” Gündem Analiz 12,
http://www.ekopolitik.org/images/cust_files/070903151238.pdf,(Erişim:15.04.20
09).
Utz, S. (2000), “Social Information Processing In MUDs: The Development Of
Friendships In Virtual World”, Journal of Online Behavior, 1(1),
http://www.behavior.net/JOB/v1n1/utz.html, (Erişim: 22.07.2009).
Uzun, K. (2011), “Second Life Sanal Yaşam Dünyasında Kendini Sunum
Davranışlarının Belirlenmesinden Etnografik Bir Yaklaşım”, Yayımlanmamış
Doktora tezi, Eskişehir: Anadolu Üniversitesi Sosyal Bilimler Enstitüsü.
Ward, K.J. (1999), “Cyber-Ethnography And The Emergence Of The Virtually New
Community”, Journal of Information Technology, 14: 95-105.
Waskul D. ve M. Douglass (1997), “Cyberself: The Emergence Of Self In On-Line
Chat”, The Information Society, 13(4):375 -397.
Whang, L.S. ve G. Chang (2003), “Lifestyles Of Virtual World Residents, Living In
The On-Line Game, “Lineage””, Cyberpsychology &Behavior, 7(5), 592-600.
White, B.A. (2008), Second Life: A Guide To Your Virtual World (Paperback), USA:
Que Publishing, http://www.amazon.com/Second-Life-Guide-Virtual
World/dp/0321501667/ref=pd_rhf_shvl_7 (Erişim:12.10.2010).
ESKİŞEHİR OSMANGAZİ ÜNİVERSİTESİ 290 İİBF DERGİSİ
Williams, D.A. (2008), Virtual Aesthetics And Ethical Communication: Towards
Virtuous Reality Design, Master Thesis, Clemson University.
Wood, A.F. ve M. J. Smith (2005), Online communication, 2nd ed., London:
Lawrence Erlbaum Associates Publishers.
www.sl.com (31.08.2011).
Yıldırım, A. ve H. Şimşek (2006), Sosyal Bilimlerde Nitel Araştırma Yöntemleri,
Ankara: Seçkin Yayınları.
Thank you for copying data from http://www.arastirmax.com