Coverart for item
The Resource Online worlds : convergence of the real and the virtual, edited by William Sims Bainbridge

Online worlds : convergence of the real and the virtual, edited by William Sims Bainbridge

Label
Online worlds : convergence of the real and the virtual
Title
Online worlds
Title remainder
convergence of the real and the virtual
Statement of responsibility
edited by William Sims Bainbridge
Contributor
Subject
Language
eng
Summary
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
Member of
Cataloging source
GW5XE
Dewey number
006.8
Illustrations
illustrations
Index
index present
LC call number
QA76.9.H85
LC item number
O555 2010
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
http://library.link/vocab/relatedWorkOrContributorName
Bainbridge, William Sims
Series statement
Human-computer interaction series
http://library.link/vocab/subjectName
  • Virtual reality
  • Human-computer interaction
  • Human-computer interaction
  • Computer Science
  • Virtual reality
  • Informatique
  • Human-computer interaction
  • Virtual reality
Label
Online worlds : convergence of the real and the virtual, edited by William Sims Bainbridge
Instantiates
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
From the contents Introduction -- A New World View -- Culture and Creativity: World of Warcraft Modding in China and The U.S -- 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 Muliplayer Online Games as Living Laboratories: Opportunities and Pitfalls -- Examining Player Anger in World of Warcraft -- Dude Looks Like a Lady -- 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
Control code
567351995
Dimensions
unknown
Extent
1 online resource.
Form of item
online
Isbn
9781848828254
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
http://library.link/vocab/ext/overdrive/overdriveId
978-1-84882-824-7
Specific material designation
remote
System control number
(OCoLC)567351995
Label
Online worlds : convergence of the real and the virtual, edited by William Sims Bainbridge
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
From the contents Introduction -- A New World View -- Culture and Creativity: World of Warcraft Modding in China and The U.S -- 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 Muliplayer Online Games as Living Laboratories: Opportunities and Pitfalls -- Examining Player Anger in World of Warcraft -- Dude Looks Like a Lady -- 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
Control code
567351995
Dimensions
unknown
Extent
1 online resource.
Form of item
online
Isbn
9781848828254
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
http://library.link/vocab/ext/overdrive/overdriveId
978-1-84882-824-7
Specific material designation
remote
System control number
(OCoLC)567351995

Library Locations

    • Ellis LibraryBorrow it
      1020 Lowry Street, Columbia, MO, 65201, US
      38.944491 -92.326012
    • Engineering Library & Technology CommonsBorrow it
      W2001 Lafferre Hall, Columbia, MO, 65211, US
      38.946102 -92.330125
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