Focuses on critical media sociology of immersive social worlds, from digital environments and avatar-based worlds to live action role-play (LARP) and theme parks. Draws on both historical and contemporary cases. Investigates key issues including communication and community; authorship and co-creativity; embodiment and identity; and ownership, governance, and management. Attention given to cultural and socio-technical nature of these environments and their ongoing construction within a broader media system. Students taking graduate version complete additional assignments. Enrollment limited to 15.