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Online worlds : convergence of the real and the virtual / William Sims Bainbridge, editor.

Contributor(s): Series: Human-computer interaction seriesPublication details: London ; New York : Springer, c2010.Description: vii, 318 p. : col. ill. ; 24 cmISBN:
  • 9781848828247 (pbk.) :
  • 1848828241
Subject(s): LOC classification:
  • QA76.9.H85 O51
Contents:
Introduction -- New World View -- Culture and Creativity: World of Warcraft Modding in China and the US -- The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games -- 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 Multiplayer Anger in World of Warcraft -- Dude Looks like a Lady: Gender Swapping in an Online Game -- 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 -- Game-Based Virtual Worlds as Decentralized Virtual Activity Systems -- When Virtual Worlds Expand -- Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games -- Virtual Worlds for Virtual Organizing -- Future Evolution of Virtual Worlds as Communication Environments -- The Future of Virtual Worlds.
Summary: Virtual worlds are on the rise, and they involve more than just playing games. This book examines the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that make them so popular.
Holdings
Item type Current library Home library Shelving location Call number Status Date due Barcode
Books Books American University in Dubai American University in Dubai Main Collection QA 76.9 .H85 O51 2010 (Browse shelf(Opens below)) Available 5017778

Includes bibliographical references and index.

Introduction -- New World View -- Culture and Creativity: World of Warcraft Modding in China and the US -- The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games -- 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 Multiplayer Anger in World of Warcraft -- Dude Looks like a Lady: Gender Swapping in an Online Game -- 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 -- Game-Based Virtual Worlds as Decentralized Virtual Activity Systems -- When Virtual Worlds Expand -- Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games -- Virtual Worlds for Virtual Organizing -- Future Evolution of Virtual Worlds as Communication Environments -- The Future of Virtual Worlds.

Virtual worlds are on the rise, and they involve more than just playing games. This book examines the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that make them so popular.

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