000 03917nam a22005175i 4500
001 978-1-84882-825-4
003 DE-He213
005 20140220084514.0
007 cr nn 008mamaa
008 100301s2010 xxk| s |||| 0|eng d
020 _a9781848828254
_9978-1-84882-825-4
024 7 _a10.1007/978-1-84882-825-4
_2doi
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
072 7 _aUYZG
_2bicssc
072 7 _aCOM070000
_2bisacsh
082 0 4 _a005.437
_223
082 0 4 _a4.019
_223
100 1 _aBainbridge, William Sims.
_eeditor.
245 1 0 _aOnline Worlds: Convergence of the Real and the Virtual
_h[electronic resource] /
_cedited by William Sims Bainbridge.
264 1 _aLondon :
_bSpringer London,
_c2010.
300 _aVIII, 318p. 8 illus., 4 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aHuman-Computer Interaction Series,
_x1571-5035
505 0 _aNew 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 _aVirtual 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 _aComputer science.
650 0 _aComputer graphics.
650 0 _aSocial sciences
_xData processing.
650 1 4 _aComputer Science.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aComputer Graphics.
650 2 4 _aComputer Appl. in Social and Behavioral Sciences.
650 2 4 _aComputers and Society.
650 2 4 _ae-Commerce/e-business.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781848828247
830 0 _aHuman-Computer Interaction Series,
_x1571-5035
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-84882-825-4
912 _aZDB-2-SCS
999 _c110902
_d110902