Description: Please refer to the section BELOW (and NOT ABOVE) this line for the product details - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Title:Making Virtual Worlds: Linden Lab And Second LifeISBN13:9780801447464ISBN10:0801447461Author:Malaby, Thomas (Author)Description:The 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-Rangefree-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 In Making Virtual Worlds, 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 Binding:Hardcover, HardcoverPublisher:Cornell University PressPublication Date:2009-07-15Weight:0.75 lbsDimensions:0.68'' H x 8.72'' L x 5.82'' WNumber of Pages:176Language:English
Price: 27.8 USD
Location: USA
End Time: 2024-09-23T17:15:54.000Z
Shipping Cost: 0 USD
Product Images
Item Specifics
Return shipping will be paid by: Buyer
All returns accepted: Returns Accepted
Item must be returned within: 30 Days
Refund will be given as: Money Back
Return policy details:
Book Title: Making Virtual Worlds : Linden Lab and Second Life
Item Length: 8.5in
Item Height: 0.8in
Item Width: 5.5in
Author: Thomas Malaby
Format: Hardcover
Language: English
Topic: Organizational Behavior, Anthropology / Cultural & Social, Video & Electronic, Virtual Worlds
Publisher: Cornell University Press
Publication Year: 2009
Genre: Computers, Games & Activities, Business & Economics, Social Science
Item Weight: 16 Oz
Number of Pages: 176 Pages