Online Worlds: Convergence of the Real and the Virtual
(Sprache: Englisch)
Virtual worlds are on the rise, and they involve more than just playing games. This book examines the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that make them so popular.
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Virtual worlds are on the rise, and they involve more than just playing games. This book examines the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that make them so popular.
Klappentext zu „Online Worlds: Convergence of the Real and the Virtual “
William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.
Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most popular current example is World of Warcraft, a massively multiplayer online game with eleven million subscribers. However, other virtual worlds, notably Second Life, are not games at all but internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups.
This book brings together an international team of highly accomplished authors to examine the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular, and which are establishing them as a major sector of human-centred computing.
This book brings together an international team of highly accomplished authors to examine the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular, and which are establishing them as a major sector of human-centred computing.
Inhaltsverzeichnis zu „Online Worlds: Convergence of the Real and the Virtual “
- Introduction- A New World View
- Culture and Creativity: World of Warcraft Modding in China and The U.S
- The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds
- Science, Technology and Reality in The Matrix Online and Tabula Rasa
- Spore: Assessment of the Science in an Evolution-Oriented Game
- Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching and Learning with Virtual Worlds
- A Virtual Mars
- Opening the Metaverse
- A Typology of Ethnographic Scales for Virtual Worlds
- Massively Muliplayer Online Games as Living Laboratories: Opportunities and Pitfalls
- Examining Player Anger in World of Warcraft
- Dude Looks Like a Lady
- Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners
- Speaking in Character:Voice Communication in Virtual Worlds
- What People Talk About in Virtual Worlds
- Changing the Rules: Social Architectures in Virtual Worlds
- Game-Based Virtual Worlds as Decentralized Virtual Activity Systems
- When Virtual Worlds Expand
- Cooperation, Coordination and Trust in Virtual Teams: Insights from Virtual Games
- Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching and Learning with Virtual Worlds
- A Virtual Mars
- Opening the Metaverse
- A Typology of Ethnographic Scales for Virtual Worlds
- Massively Muliplayer Online Games as Living Laboratories: Opportunities and Pitfalls
- Examining Player Anger in World of Warcraft
- Dude Looks Like a Lady
- Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owner
Bibliographische Angaben
- 2009, VIII, 318 Seiten, 4 farbige Abbildungen, Maße: 15,5 x 23,5 cm, Kartoniert (TB), Englisch
- Herausgegeben: William Sims Bainbridge
- Verlag: Springer, Berlin
- ISBN-10: 1848828241
- ISBN-13: 9781848828247
- Erscheinungsdatum: 18.12.2009
Sprache:
Englisch
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