000 04732cam a2200541Mi 4500
001 ocn726824199
005 20240726105450.0
008 081204s2009 nyua ob 001 0 eng d
010 _z2008052550
040 _aE7B
_beng
_epn
_erda
_cE7B
_dOCLCQ
_dSHH
_dYDXCP
_dDEBSZ
_dOCLCO
_dOCLCQ
_dCNMTR
_dJSTOR
_dNT
_dP@U
_dDKDLA
_dOCLCQ
_dOCLCO
_dIDEBK
_dOCLCA
_dCOO
_dOCLCO
_dEBLCP
_dOCLCQ
_dOCLCO
_dOCLCQ
_dOCLCO
_dAZK
_dOCLCO
_dAGLDB
_dMOR
_dPIFAG
_dZCU
_dOTZ
_dOCLCQ
_dMERUC
_dOCLCQ
_dIOG
_dOCLCO
_dDEGRU
_dEZ9
_dKIJ
_dOCLCF
_dSTF
_dVNS
_dWRM
_dVTS
_dNRAMU
_dICG
_dINT
_dVT2
_dOCLCQ
_dOCLCO
_dWYU
_dLVT
015 _aGBA939496
_2bnb
016 7 _a015117000
_2Uk
020 _a9780801458996
_q((electronic)l(electronic)ctronic)
029 1 _aAU@
_b000053269175
029 1 _aDEBBG
_bBV043116947
029 1 _aDEBBG
_bBV044097387
029 1 _aDEBSZ
_b372694845
029 1 _aDEBSZ
_b421231769
029 1 _aDEBSZ
_b449649024
029 1 _aGBVCP
_b1003669166
029 1 _aGBVCP
_b882888994
029 1 _aHEBIS
_b268220727
029 1 _aNZ1
_b13871008
043 _an-us-ca
050 0 4 _aGV1469
_b.M355 2009
100 1 _aMalaby, Thomas M.,
_d1967-
_e1
245 1 0 _aMaking virtual worlds :
_bLinden Lab and Second Life /
_cThomas M. Malaby.
260 _aIthaca :
_bCornell University Press,
_c(c)2009.
300 _a1 online resource (x, 165 pages) :
_billustrations
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _adata file
_2rda
504 _a2
505 0 0 _aIntroduction : a developer's-eye view --
_tThe product : Second Life, capital, and the possibility of failure in a virtual world --
_tTools of the gods --
_tKnowing the gamer from the game --
_tThe birth of the cool --
_tPrecarious authority --
_tAppendix A. The Tao of Linden --
_tAppendix B. The mission of Linden Lab.
520 0 _aThe 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 and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"--As the Linden Lab employees call themselves-found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
530 _a2
_ub
610 2 0 _aLinden Lab (Firm)
650 0 _aSecond Life (Game)
_xSocial aspects.
650 0 _aShared virtual environments
_vCase studies.
650 0 _aComputer games
_xDesign
_xSocial aspects
_vCase studies.
650 0 _aBusiness anthropology
_zCalifornia
_zSan Francisco
_vCase studies.
650 0 _aCorporate culture
_zCalifornia
_zSan Francisco
_vCase studies.
655 1 _aElectronic Books.
856 4 0 _uhttp://public.eblib.com/choice/publicfullrecord.aspx?p=3137945&site=eds-live&custid=s3260518
_zClick to access digital title | log in using your CIU ID number and my.ciu.edu password
942 _cOB
_D
_eEB
_hGV..
_m2009
_QOL
_R
_x
_8NFIC
_2LOC
999 _c101154
_d101154
902 _a1
_bCynthia Snell
_c1
_dCynthia Snell