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Online Worlds: Convergence of the Real and the Virtual

of: William Sims Bainbridge

Springer-Verlag, 2009

ISBN: 9781848828254 , 318 Pages

Format: PDF, Read online

Copy protection: DRM

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Online Worlds: Convergence of the Real and the Virtual


 

Contents

6

Introduction

9

World Jaunting

10

Plan of the Book

13

References

14

New World View

15

Organizing a Horde of Scientists

15

Session 1: Research and World of Warcraft

20

Session 2: Relationships Between WoW and the “Real World”

22

Expeditions

24

Conclusion

26

References

27

Culture and Creativity: World of Warcraft Modding in China and the US

28

Modding

29

The US Modding Community

32

The Chinese Modding Community

36

Discussion

44

References

47

The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds

49

The Emergence of Game Refugees and Trans-Ludic Diasporas

50

Trans-Ludic Identities

57

Methodological Challenges and Opportunities: A Call for “ Latitudinal” Research

58

References

61

Science, Technology, and Reality in The Matrix Online and Tabula Rasa

63

Intellectual Background of the Two Worlds

63

Creating Virtual Objects and Abilities

67

Protean Avatars in MxO and TR

71

Conclusion

75

References

75

Spore: Assessment of the Science in an Evolution- Oriented Game

77

The Spore World

78

Biological Evolution

79

Cultural Evolution

85

Conclusion

89

References

90

Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching, and Learning with Virtual Worlds

92

A Landscape of Trinkets

93

An Alternative

93

Medulla and a New Public Media Infrastructure

98

The Use Cases

100

Medulla Prototypes

103

Conclusion

104

References

105

A Virtual Mars

106

A Personal Journey

106

A New Mars

109

Sharing the Idea

110

Conclusion

113

References

113

Opening the Metaverse

115

Today’s Virtual Worlds

116

Tomorrow’s Global Metamedium

117

Present Limitations

119

Learning from the Web

119

Defining the Technical Challenges

122

Defining the Technical Solutions

124

Conclusion

125

References

125

A Typology of Ethnographic Scales for Virtual Worlds

127

The Setup: From Positivism to Ethnographic Scale

127

The Background: From Indonesia to Second Life

129

The Four Confusions: Defining What a Virtual World Is Not

130

The Typology: Research Questions and Ethnographic Scale

132

The Road Ahead: Concluding Thoughts

135

References

136

Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls

138

A Game Is a Game by Any Other Name

140

Life on the Screen: Who Is Really Playing?

143

Ill-Defined Spaces: Taking an Ecological View of the (Virtual) World

145

Conclusion

146

References

147

Examining Player Anger in World of Warcraft

149

Methodology and Development of the World of Warcraft Questionnaire ( WoWQ)

149

Potential In-Game Anger-Causing Scenarios

153

Conclusion

159

Appendix

160

References

161

Dude Looks like a Lady: Gender Swapping in an Online Game

163

Gender and Identity, Offline and On

164

Identity in the Context of MMOs

166

Motivations for Swapping

168

Methods and Measures

169

Results

170

Conclusion

172

References

174

Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners

177

Doppelgangers

178

Theoretical Underpinnings

179

Experimenting with Doppelgangers

182

Implications and Future Directions

185

References

186

Speaking in Character: Voice Communication in Virtual Worlds

189

Comparing Media and Contexts

190

Voice in Virtual Worlds

192

Managing Multiple Conversations

195

Technical Difficulties

197

Uniqueness of the Virtual Environment

198

Conclusion

200

References

201

What People Talk About in Virtual Worlds

203

Methodology: Protocol Analysis

204

Virtual Worlds as a Place for Learning

204

Communication Analysis

206

DesignWorld: A Virtual World for Design Collaboration

208

Discussion and Conclusions

212

References

214

Changing the Rules: Social Architectures in Virtual Worlds

215

Surface Layer Architectures

216

Information Access

218

Hidden Layer Architectures

221

Ending Thoughts

223

References

224

Game-Based Virtual Worlds as Decentralized Virtual Activity Systems

226

Case 1: Science Learning Games for Informal Life Science Education

227

Case 2: Game Mod for Semiconductor Fabrication Operations and Service Training

230

Discussion

233

Conclusions

235

References

235

When Virtual Worlds Expand

237

Saltation

237

Prelude and Lore

239

New Character Features

243

Population Stratification and Class

248

Conclusion

250

References

250

Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games

252

Effective Teams

252

Virtual Teams

254

ICT: Social Presence, Media Richness, and Synchronicity

257

Using MMOGS to Understand Team Effectiveness

258

References

260

Virtual Worlds for Virtual Organizing

264

The Socio-technical History of Virtual Worlds for Virtual Organizing

265

Current Trends in Virtual Worlds for Virtual Organizing

268

The Future of Virtual Worlds for Virtual Organizing

272

References

275

Future Evolution of Virtual Worlds as Communication Environments

278

Metaverses

278

Immersionists Versus Augmentationists

281

Moving Beyond Second Life

283

Moving Beyond First Life

285

References

287

The Future of Virtual Worlds

288

Technical Innovations

288

The Economic Basis for Virtual Worlds

291

Cultural Transformation

295

Conclusion

300

References

301

The Authors

302

Index

312