Online Worlds: Convergence of the Real and the Virtual (Record no. 110902)

000 -LEADER
fixed length control field 03917nam a22005175i 4500
001 - CONTROL NUMBER
control field 978-1-84882-825-4
003 - CONTROL NUMBER IDENTIFIER
control field DE-He213
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20140220084514.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr nn 008mamaa
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 100301s2010 xxk| s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781848828254
-- 978-1-84882-825-4
024 7# - OTHER STANDARD IDENTIFIER
Standard number or code 10.1007/978-1-84882-825-4
Source of number or code doi
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.9.U83
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.9.H85
072 #7 - SUBJECT CATEGORY CODE
Subject category code UYZG
Source bicssc
072 #7 - SUBJECT CATEGORY CODE
Subject category code COM070000
Source bisacsh
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 005.437
Edition number 23
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 4.019
Edition number 23
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Bainbridge, William Sims.
Relator term editor.
245 10 - TITLE STATEMENT
Title Online Worlds: Convergence of the Real and the Virtual
Medium [electronic resource] /
Statement of responsibility, etc edited by William Sims Bainbridge.
264 #1 -
-- London :
-- Springer London,
-- 2010.
300 ## - PHYSICAL DESCRIPTION
Extent VIII, 318p. 8 illus., 4 illus. in color.
Other physical details online resource.
336 ## -
-- text
-- txt
-- rdacontent
337 ## -
-- computer
-- c
-- rdamedia
338 ## -
-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- rda
490 1# - SERIES STATEMENT
Series statement Human-Computer Interaction Series,
International Standard Serial Number 1571-5035
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note New World View -- Culture and Creativity: World of Warcraft Modding in China and the US -- 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 Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls -- Examining Player Anger in World of Warcraft -- Dude Looks like a Lady: Gender Swapping in an Online Game -- 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 -- Virtual Worlds for Virtual Organizing -- Future Evolution of Virtual Worlds as Communication Environments -- The Future of Virtual Worlds.
520 ## - SUMMARY, ETC.
Summary, etc 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.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer science.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer graphics.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Social sciences
General subdivision Data processing.
650 14 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer Science.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element User Interfaces and Human Computer Interaction.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer Graphics.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer Appl. in Social and Behavioral Sciences.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computers and Society.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element e-Commerce/e-business.
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element SpringerLink (Online service)
773 0# - HOST ITEM ENTRY
Title Springer eBooks
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Display text Printed edition:
International Standard Book Number 9781848828247
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
Uniform title Human-Computer Interaction Series,
-- 1571-5035
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-1-84882-825-4
912 ## -
-- ZDB-2-SCS

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