Deepfakes: an integrative review of the literature and an agenda for future research

PN Vasist, S Krishnan - … of the Association for Information Systems, 2022 - aisel.aisnet.org
We are witnessing a growing concern around the impact of hyper-realistic synthetic media
and its dissemination in what is widely known as" deepfakes." However, the phenomenon's …

Metaverse

S Mystakidis - Encyclopedia, 2022 - mdpi.com
Definition The Metaverse is the post-reality universe, a perpetual and persistent multiuser
environment merging physical reality with digital virtuality. It is based on the convergence of …

Review of the status of cyberbullying and cyberbullying prevention

JF Chrisholm - Journal of information systems education, 2014 - aisel.aisnet.org
Cyberbullying may be one of the “diseases” of the 21th Century. Despite efforts to curtail its
incidence and prevalence over the past 20 years, its direct and indirect harmful effects have …

Sok: Communication across distributed ledgers

A Zamyatin, M Al-Bassam, D Zindros… - … Cryptography and Data …, 2021 - Springer
Since the inception of Bitcoin, a plethora of distributed ledgers differing in design and
purpose has been created. While by design, blockchains provide no means to securely …

Antisocial behavior in online discussion communities

J Cheng, C Danescu-Niculescu-Mizil… - Proceedings of the …, 2015 - ojs.aaai.org
User contributions in the form of posts, comments, and votes are essential to the success of
online communities. However, allowing user participation also invites undesirable behavior …

Toxic behaviors in team-based competitive gaming: The case of league of legends

Y Kou - Proceedings of the annual symposium on computer …, 2020 - dl.acm.org
Toxic behaviors in online gaming such as flaming and harassment have been gaining
attention from the research community, yet little consensus has formed about what …

Social presence in virtual world collaboration

SC Srivastava, S Chandra - MIS quarterly, 2018 - JSTOR
The life-like collaborative potential offered by virtual worlds (VWs) has sparked significant
interest for companies to experiment with VWs in order to organize convenient, cost-effective …

Exploring cyberbullying and other toxic behavior in team competition online games

H Kwak, J Blackburn, S Han - Proceedings of the 33rd annual ACM …, 2015 - dl.acm.org
In this work we explore cyberbullying and other toxic behavior in team competition online
games. Using a dataset of over 10 million player reports on 1.46 million toxic players along …

Toxic behaviors in Esports games: player perceptions and co** strategies

S Adinolf, S Turkay - Proceedings of the 2018 Annual Symposium on …, 2018 - dl.acm.org
Toxicity in online environments is a complex and a systemic issue. Esports communities
seem to be particularly suffering from toxic behaviors. Especially in competitive esports …

See no evil, hear no evil, speak no evil: How collegiate players define, experience and cope with toxicity

S Türkay, J Formosa, S Adinolf, R Cuthbert… - Proceedings of the 2020 …, 2020 - dl.acm.org
Toxicity in online environments is a complex and a systemic issue. Collegiate esports
communities seem to be particularly vulnerable to toxic behaviors. In esports games …