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Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds, Anna Peachey; Mark Childs


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Автор: Anna Peachey; Mark Childs
Название:  Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds
ISBN: 9781447127116
Издательство: Springer
Классификация:

ISBN-10: 1447127110
Обложка/Формат: Paperback
Страницы: 335
Вес: 0.53 кг.
Дата издания: 2011
Серия: Springer Series in Immersive Environments
Язык: English
Иллюстрации: 8 black & white tables, biography
Размер: 229 x 152 x 20
Читательская аудитория: Professional & vocational
Ссылка на Издательство: Link
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Поставляется из: Германии
Описание: This book explores identity in virtual worlds, discussing identities, avatars and their relationship; identity development in virtual worlds; managing multiple identities across environments; and creating an online identity for a physical world purpose.


Ethnography and virtual worlds

Название: Ethnography and virtual worlds
ISBN: 0691149518 ISBN-13(EAN): 9780691149516
Издательство: Wiley
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Цена: 4435.00 р.
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Описание: Suitable for students, teachers, designers, and scholars interested in using ethnographic methods, this title provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame.

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

Автор: Pearce, Celia
Название: Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
ISBN: 026251673X ISBN-13(EAN): 9780262516730
Издательство: MIT Press
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Цена: 2772.00 р.
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Описание:

The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.

Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself.

In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds -- actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora -- a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the "play turn" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

Virtual Worlds as Philosophical Tools

Автор: Gualeni
Название: Virtual Worlds as Philosophical Tools
ISBN: 1137521775 ISBN-13(EAN): 9781137521774
Издательство: Springer
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Цена: 11179.00 р.
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Описание: Who are we in simulated worlds? Will experiencing worlds that are not `actual` change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? Virtual Worlds as Philosophical Tools tries to answer these questions from a perspective that combines philosophy of technology with videogame design.


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