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Making Virtual Worlds
  • Language: en
  • Pages: 179

Making Virtual Worlds

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 a...

Making Virtual Worlds
  • Language: en
  • Pages: 179

Making Virtual Worlds

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 a...

Gambling Life
  • Language: en
  • Pages: 181

Gambling Life

The first ethnography devoted to the practice of gambling as its core subject, Gambling Life considers the stakes of social action in one community on the island of Crete. Backgammon cafés, card clubs, and hidden gambling rooms in the city of Chania provide the context for Thomas M. Malaby to examine the ways in which people confront uncertainty in their lives. He shows how the dynamics of gambling -- risk, fate, uncertainty, and luck -- are reflected in other aspects of gamblers’ lives from courtship and mortality to state bureaucracy and national identity. By moving beyond risk and fate as unexamined analytical categories, Malaby presents a new model for research concerning indeterminacy, seeing it as arising from stochastic, performative, and other sources. Gambling Life questions the longstanding valorization of order and pattern in the social sciences.

Games, Learning, and Society
  • Language: en
  • Pages: 489

Games, Learning, and Society

Leaders in the field provide an introduction to video games and learning, including essays on game design and game culture.

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...

Co-creating Videogames
  • Language: en
  • Pages: 201

Co-creating Videogames

  • Type: Book
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  • Published: 2013-01-01
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  • Publisher: A&C Black

This book explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.

Exploring Animal Crossing
  • Language: en
  • Pages: 144

Exploring Animal Crossing

  • Categories: Law
  • Type: Book
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  • Published: 2024-06-11
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  • Publisher: Anthem Press

Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.

Journal of the ... Annual Convention, Diocese of Western New York
  • Language: en
  • Pages: 682

Journal of the ... Annual Convention, Diocese of Western New York

  • Type: Book
  • -
  • Published: 1851
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  • Publisher: Unknown

None

Records of the American Catholic Historical Society of Philadelphia
  • Language: en
  • Pages: 560
Virtual Justice
  • Language: en
  • Pages: 246

Virtual Justice

  • Categories: Law

Tens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars lose virtual property to wrongdoers. Increasingly, they turn to legal systems for solutions. But when your avatar has been robbed, what law is there to assist you?In Virtual Justice, Greg Lastowka illustrat...