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My Tiny Life
  • Language: en
  • Pages: 352

My Tiny Life

  • Type: Book
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  • Published: 1999
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  • Publisher: Unknown

None

Play Money
  • Language: en
  • Pages: 336

Play Money

  • Type: Book
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  • Published: 2007-03-09
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  • Publisher: Hachette UK

Play Money explores a remarkable new phenomenon that's just beginning to enter public consciousness: MMORPGs, or Massively MultiPlayer Online Role-Playing Games, in which hundreds of thousands of players operate fantasy characters in virtual environments the size of continents. With city-sized populations of nearly full-time players, these games generate their own cultures, governments, and social systems and, inevitably, their own economies, which spill over into the real world. The desire for virtual goods -- magic swords, enchanted breastplates, and special, hard-to-get elixirs -- has spawned a cottage industry of "virtual loot farmers": People who play the games just to obtain fantasy goods that they can sell in the real world. The best loot farmers can make between six figures a year and six figures a month.Play Money is an extended walk on the weird side: a vivid snapshot of a subculture whose denizens were once the stuff of mere sociological spectacle but now -- with computer gaming poised to eclipse all other entertainments in dollar volume, and with the lines between play and work, virtual and real increasingly blurred -- look more and more like the future.

The Best Technology Writing 2010
  • Language: en
  • Pages: 546

The Best Technology Writing 2010

The iPad. The Kindle. Twitter. When the Best Technology Writing series was inaugurated in 2005, these technologies did not exist. Now they define our 21st-century lives. As Julian Dibbell writes in his introduction to "The Best Technology Writing 2010, ""The digital is us. Yet for that reason, it is also something more, a lightning rod for our feelings about technology in general." Whether it is Sam Anderson's giddy but troubled defense of online distractions, David Carr's full-throated elegy to the dying world of pre-digital publishing, Steven Johnson's warm appreciation of Twitter's bite-size contributions to collective human intelligence, or Evan Ratliff's fascinating month-long quest to ...

If You Can Get to Buffalo
  • Language: en
  • Pages: 52

If You Can Get to Buffalo

Few know that way back in the day, 1993 to be exact, a text-based social network "mansion" called LambdaMOO was hijacked by a "Mr. Bungle," who single-handedly detonated the new world utopia by misbehaving most grievously at a virtual party. Somewhat based on the real story of the first instance of virtual rape, the attempt to deal with the perpetrator, and the awkward Charlie Rose episode that followed, If You Can Get to Buffalo explores our fascination with hiding behind a keyboard, the impulse to be bad, and the anonymity that made it all possible.

Alter Ego
  • Language: en
  • Pages: 148

Alter Ego

  • Type: Book
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  • Published: 2007
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  • Publisher: Unknown

Introduction by Julian Dibbell. Text by Tracy Spaight.

Digital Labor
  • Language: en
  • Pages: 274

Digital Labor

  • Type: Book
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  • Published: 2013
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  • Publisher: Routledge

'Digital Labor' asks whether life on the Internet is mostly work, or play. We tweet, we tag photos, we link, we review books, we comment on blogs, we remix media and we upload video to create much of the content that makes up the web.

My Life as a Night Elf Priest
  • Language: en
  • Pages: 250

My Life as a Night Elf Priest

"Ever since the creators of the animated television show South Park turned their lovingly sardonic gaze on the massively multiplayer online game World of Warcraft for an entire episode, WoW's status as an icon of digital culture has been secure. My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience." —Julian Dibbell, Wired "World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cul...

Bossa Nova
  • Language: en
  • Pages: 399

Bossa Nova

Bossa nova is one of the most popular musical genres in the world. Songs such as “The Girl from Ipanema” (the fifth most frequently played song in the world), “The Waters of March,” and “Desafinado” are known around the world. Bossa Nova—a number-one bestseller when originally published in Brazil as Chega de Saudade—is a definitive history of this seductive music. Based on extensive interviews with Antonio Carlos Jobim, Jo+o Gilberto, and all the major musicians and their friends, Bossa Nova explains how a handful of Rio de Janeiro teenagers changed the face of popular culture around the world. Now, in this outstanding translation, the full flavor of Ruy Castro’s wisecracking, chatty Portuguese comes through in a feast of detail. Along the way he introduces a cast of unforgettable characters who turned Gilberto’s singular vision into the sound of a generation.

Supercade
  • Language: en

Supercade

A gloriously illustrated history of the videogame and its legacy for both our mindscapes and video technology. It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon—more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems. From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the invention of the TV Game Project and the myriad system...

Coming of Age in Second Life
  • Language: en
  • Pages: 348

Coming of Age in Second Life

Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among...