Chiudi

Aggiungi l'articolo in

Chiudi
Aggiunto

L’articolo è stato aggiunto alla lista dei desideri

Chiudi

Crea nuova lista

Offerta imperdibile
Making Virtual Worlds: Linden Lab and Second Life - Thomas Malaby - cover
Making Virtual Worlds: Linden Lab and Second Life - Thomas Malaby - cover
Dati e Statistiche
Wishlist Salvato in 0 liste dei desideri
Making Virtual Worlds: Linden Lab and Second Life
Attualmente non disponibile
34,78 €
-3% 35,86 €
34,78 € 35,86 € -3%
Attualmente non disp.
Chiudi

Altre offerte vendute e spedite dai nostri venditori

Altri venditori
Prezzo e spese di spedizione
ibs
Spedizione Gratis
-3% 35,86 € 34,78 €
Altri venditori
Prezzo e spese di spedizione
ibs
Spedizione Gratis
-3% 35,86 € 34,78 €
Altri venditori
Prezzo e spese di spedizione
Chiudi
ibs
Chiudi

Tutti i formati ed edizioni

Chiudi
Making Virtual Worlds: Linden Lab and Second Life - Thomas Malaby - cover
Chiudi

Promo attive (0)

Descrizione


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. In Making Virtual Worlds, 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.
Leggi di più Leggi di meno

Dettagli

2009
Hardback
176 p.
Testo in English
216 x 140 mm
369 gr.
9780801447464
Chiudi
Aggiunto

L'articolo è stato aggiunto al carrello

Chiudi

Aggiungi l'articolo in

Chiudi
Aggiunto

L’articolo è stato aggiunto alla lista dei desideri

Chiudi

Crea nuova lista

Chiudi

Chiudi

Siamo spiacenti si è verificato un errore imprevisto, la preghiamo di riprovare.

Chiudi

Verrai avvisato via email sulle novità di Nome Autore