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Synthetic Worlds
  • Language: en
  • Pages: 344

Synthetic Worlds

From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova...

Exploring Videogames: Culture, Design and Identity
  • Language: en
  • Pages: 189

Exploring Videogames: Culture, Design and Identity

  • Type: Book
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  • Published: 2019-01-04
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  • Publisher: BRILL

This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture.

Digital Game Culture in Korea
  • Language: en
  • Pages: 137

Digital Game Culture in Korea

This book is a critical ethnographic investigation of media discourses surrounding online game addiction and the sociocultural roles fulfilled by games in everyday life. Focusing on Korea's sociohistorical and technocultural context, this work celebrates and recognizes the foundational role of Korean game culture in shaping global games and play.

Play Between Worlds
  • Language: en
  • Pages: 206

Play Between Worlds

  • Type: Book
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  • Published: 2009-02-13
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  • Publisher: MIT Press

A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a...

Working Through Synthetic Worlds
  • Language: en
  • Pages: 446

Working Through Synthetic Worlds

  • Type: Book
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  • Published: 2018-04-17
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  • Publisher: CRC Press

Virtual environments (VE) are human-computer interfaces in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behaviour of the user. Since these technologies will continue to become more reliable, more resolute and more affordable, it's important to consider the advantages that VEs may offer to support business processes. The term 'synthetic world' refers to a subset of VEs, having a large virtual landscape and a set of rules that govern the interactions among participants. Currently, the primary motivators for participation in these synthetic worlds appear to be fun and novelty. As the novelty wears off, synthetic worlds will n...

Catalog of Copyright Entries. Third Series
  • Language: en
  • Pages: 1076

Catalog of Copyright Entries. Third Series

Includes Part 1, Number 1: Books and Pamphlets, Including Serials and Contributions to Periodicals (January - June)

New Digital Media: Audiovisual, Games and Music
  • Language: en
  • Pages: 161

New Digital Media: Audiovisual, Games and Music

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Synthetic Worlds
  • Language: en

Synthetic Worlds

  • Type: Book
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  • Published: 2016-08-23
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  • Publisher: Springer

Synthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars. The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life. Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel. The editors of this book captures the state of research in the field intend...

Church, Science, and a Rabbit
  • Language: en
  • Pages: 198

Church, Science, and a Rabbit

  • Type: Book
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  • Published: 2009-07
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  • Publisher: iUniverse

Over the last fifteen years of my ministry I have seen both the positives and negatives of technology. For the most part technology has made lives better, but when technology drives humanity and when science defines the human condition, problems arise. Science has the potential for destroying myth. Myth is the thread that holds the human tapestry or narrative together. One role the Church must take on is to keep science and technology in their proper place by saying, "No," when the two overstep their limitations. Currently, there are no checks and balances placed upon science. Science is accountable to no one but itself. Humans are imperfect, and thus, science is imperfect. In this way, the ...

The Wonderland of Knowledge
  • Language: en
  • Pages: 330

The Wonderland of Knowledge

  • Type: Book
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  • Published: 1937
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  • Publisher: Unknown

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