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_a9780801458996 _q((electronic)l(electronic)ctronic) |
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_aGV1469 _b.M355 2009 |
100 | 1 |
_aMalaby, Thomas M., _d1967- _e1 |
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245 | 1 | 0 |
_aMaking virtual worlds : _bLinden Lab and Second Life / _cThomas M. Malaby. |
260 |
_aIthaca : _bCornell University Press, _c(c)2009. |
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300 |
_a1 online resource (x, 165 pages) : _billustrations |
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336 |
_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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_adata file _2rda |
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_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 |
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610 | 2 | 0 | _aLinden Lab (Firm) |
650 | 0 |
_aSecond Life (Game) _xSocial aspects. |
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650 | 0 |
_aShared virtual environments _vCase studies. |
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650 | 0 |
_aComputer games _xDesign _xSocial aspects _vCase studies. |
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650 | 0 |
_aBusiness anthropology _zCalifornia _zSan Francisco _vCase studies. |
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650 | 0 |
_aCorporate culture _zCalifornia _zSan Francisco _vCase studies. |
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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 |
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999 |
_c101154 _d101154 |
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902 |
_a1 _bCynthia Snell _c1 _dCynthia Snell |