Online Worlds: Convergence of the Real and the Virtual / Edition 1

Online Worlds: Convergence of the Real and the Virtual / Edition 1

5.0 1
by William Sims Bainbridge
     
 

ISBN-10: 1848828241

ISBN-13: 9781848828247

Pub. Date: 11/28/2009

Publisher: Springer London

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

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Overview

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.

Product Details

ISBN-13:
9781848828247
Publisher:
Springer London
Publication date:
11/28/2009
Series:
Human-Computer Interaction Series
Edition description:
2010
Pages:
318
Product dimensions:
6.00(w) x 9.00(h) x 0.80(d)

Table of Contents

1 Introduction William Sims Bainbridge 1

2 New World View William Sims Bainbridge

3 Culture and Creativity: World of Warcraft Modding in China and the US Yong Ming Kow Bonnie Nardi 21

4 The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds Celia Pearce Artemesia 43

5 Science, Technology, and Reality in The Matrix Online and Tabula Rasa William Sims Bainbridge 57

6 Spore: Assessment of the Science in an Evolution-Oriented Game John Bohannon T. Ryan Gregory Niles Eldredge William Sims Bainbridge 71

7 Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching and Learning with Virtual Worlds Michelle Roper Fox Henry Kelly Sachin Patil 87

8 A Virtual Mars Richard Childers 101

9 Opening the Metaverse Julian Lombardi Marilyn Lombardi 111

10 A Typology of Ethnographic Scales for Virtual Worlds Tom Boellstorff 123

11 Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls Nicolas Ducheneaut 135

12 Examining Player Anger in World of Warcraft Jane Barnett Mark Coulson Nigel Foreman 147

13 Dude Looks like a Lady: Gender Swapping in an Online Game Searle Huh Dmitri Williams 161

14 Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners Jeremy N. Bailenson Kathryn Y. Segovia 175

15 Speaking in Character: Voice Communication in Virtual Worlds Greg Wadley Martin R. Gibbs 187

16 What People Talk About in Virtual Worlds Mary Lou Maher 201

17 Changing the Rules: Social Architectures in Virtual Worlds Nick Yee 213

18 Game-Based Virtual Worlds as Decentralized Virtual Activity Systems Walt Scacchi 225

19 When Virtual Worlds Expand William Sims Bainbridge 237

20 Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games M. Audrey Korsgaard Arnold Picot Roll T. Wigand Isabelle M. Welpe Jakob J. Assmann 253

21 Virtual Worlds for Virtual Organizing Diana Rhoten Wayne Lutters 265

22 Future Evolution of Virtual Worlds as Communication Environments Giulio Prisco 279

23 The Future of Virtual Worlds William Sims Bainbridge Wayne Lutters Diana Rhoten Henry Lowood 289

Authors 303

Index 313

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