Making Virtual Worlds

Making Virtual Worlds PDF Author: Thomas Malaby
Publisher: Cornell University Press
ISBN: 0801457750
Category : Social Science
Languages : en
Pages : 179

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Book Description
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.

Making Virtual Worlds

Making Virtual Worlds PDF Author: Thomas Malaby
Publisher: Cornell University Press
ISBN: 0801457750
Category : Social Science
Languages : en
Pages : 179

Get Book Here

Book Description
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.

Designing Virtual Worlds

Designing Virtual Worlds PDF Author: Richard A. Bartle
Publisher: New Riders
ISBN: 9780131018167
Category : Computers
Languages : en
Pages : 768

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Book Description
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.

Reality+: Virtual Worlds and the Problems of Philosophy

Reality+: Virtual Worlds and the Problems of Philosophy PDF Author: David J. Chalmers
Publisher: W. W. Norton & Company
ISBN: 0393635813
Category : Philosophy
Languages : en
Pages : 544

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Book Description
A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality; that’s the central thesis of Reality+. In a highly original work of “technophilosophy,” David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even be in a virtual world already. Along the way, Chalmers conducts a grand tour of big ideas in philosophy and science. He uses virtual reality technology to offer a new perspective on long-established philosophical questions. How do we know that there’s an external world? Is there a god? What is the nature of reality? What’s the relation between mind and body? How can we lead a good life? All of these questions are illuminated or transformed by Chalmers’ mind-bending analysis. Studded with illustrations that bring philosophical issues to life, Reality+ is a major statement that will shape discussion of philosophy, science, and technology for years to come.

Exodus to the Virtual World

Exodus to the Virtual World PDF Author: Edward Castronova
Publisher: St. Martin's Press
ISBN: 0230608612
Category : Social Science
Languages : en
Pages : 268

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Book Description
Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.

Second Life

Second Life PDF Author: Brian A. White
Publisher: Que Publishing
ISBN: 0132714493
Category : Computers
Languages : en
Pages : 982

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Book Description
Live your Second Life to the fullest! Create Your Virtual Life in an Incredible Online World...Right Now! Imagine a virtual landscape where everything is created and owned entirely by residents like you. Imagine a place where you can enjoy sunsets, ride a jet ski, buy land, plant a garden, get a tattoo, go sky diving, spend an evening dancing the night away, or relax at home by the fire. Picture a world vividly developed, socially dynamic, and strikingly real where you can bring previously unimaginable things to life with friends from around the globe. This is Second Life®, the hottest Internet phenomenon in years…maybe ever! Now, there’s a totally real, totally independent guide to Second Life. This full-color book is as rich as Second Life itself! It’s packed with insider tips, easy step-by-step techniques, and interviews with dozens of SL residents telling you what they wished they knew when they started! Brian White pulls no punches: You’ll learn exactly what’s great and not so great about SL...how to thrive in its unique culture, and how to create your dreams! The more time you spend in Second Life, the more useful this book will become...teaching you more advanced skills; everything from vehicle construction, Linden Scripting Language, particle systems, to creating custom animations and the new sculpted prims! Visit the companion site in Second Life to find all the textures and objects from this book as well as the contributor’s gallery and other goodies: http://slurl.com/secondlife/humuli/222/123/29

Can You Hear Me?

Can You Hear Me? PDF Author: Nick Morgan
Publisher: Harvard Business Press
ISBN: 1633694453
Category : Business & Economics
Languages : en
Pages : 291

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Book Description
A Washington Post Bestseller Your manual for remote and virtual work. Communicating virtually is cool, useful, and now even more ubiquitous and necessary than ever. But we're often reminded that the quality of human connection we experience in many forms of virtual communication is awful. We've all felt disconnected in a video conference, frustrated that we're not getting through on the phone, upset when our email is badly misinterpreted, or anxious that we're being misunderstood. How can we fix this? In this powerful, practical book, communication expert Nick Morgan outlines five big problems with communication in the virtual world--lack of feedback, lack of empathy, lack of control, lack of emotion, and lack of connection and commitment--and shows how to overcome them as we shift to working remotely more and more. Morgan argues that while virtual communication will never be as rich or intuitive as a face-to-face meeting, recent research suggests that we need to learn is to consciously deliver a whole set of cues, both verbal and nonverbal, that we used to deliver unconsciously in the pre-virtual era. He guides us through this important process, providing rules for virtual feedback, an empathy assessment and virtual temperature check, tips for creating trust in a virtual context, and advice for specific digital channels such as email and text, the conference call, Skype, and more. Whether you're an entrepreneur, an independent professional, or a manager in an organization that has more than one office or customers who aren't nearby, Can You Hear Me? is your essential communications manual for twenty-first-century work.

Ethnography and Virtual Worlds

Ethnography and Virtual Worlds PDF Author: Tom Boellstorff
Publisher: Princeton University Press
ISBN: 0691264864
Category : Social Science
Languages : en
Pages : 264

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Book Description
A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography

Avatars!

Avatars! PDF Author: Bruce Damer
Publisher: Addison Wesley Longman
ISBN: 9780201688405
Category : Computers
Languages : en
Pages : 604

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Book Description
With "Avatars!", readers can grab their avatar (a digital representation of themselves) and run to the nearest virtual world where they can experience the Internet. "Avatars!" focuses on what people do inside virtual worlds, such as building three-dimensional structures, navigating through the worlds, and learning digital etiquette and social interaction skills. A CD-ROM provides readers with ready-to-run worlds that connect them with thousands of other people on the Internet, and which are referenced in a companion Web site.

Transforming Virtual World Learning

Transforming Virtual World Learning PDF Author: Charles Wankel
Publisher: Emerald Group Publishing
ISBN: 1780520530
Category : Education
Languages : en
Pages : 399

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Book Description
A practical guide on how to transform your ideas from virtual world course ware to virtual world learning experiences. It argues that setting up learning in 3D virtual worlds requires a transformative approach.

Virtual Worlds

Virtual Worlds PDF Author: Benjamin Woolley
Publisher: Benjamin Woolley
ISBN: 0140154396
Category : Biography & Autobiography
Languages : en
Pages : 217

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Book Description
In Virtual Worlds, Benjamin Woolley examines the reality of virtual reality. He looks at the dramatic intellectual and cultural upheavals that gave birth to it, the hype that surrounds it, the people who have promoted it, and the dramatic implications of its development. Virtual reality is not simply a technology, it is a way of thinking created and promoted by a group of technologists and thinkers that sees itself as creating our future. Virtual Worlds reveals the politics and culture of these virtual realists, and examines whether they are creating reality, or losing their grasp of it. 12 photographs.