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019 _a(OCoLC)979753249
020 _a9780801447464
_qprint
020 _a9780801458996
_qPDF
024 7 _a10.7591/9780801458996
_2doi
035 _a(DE-B1597)9780801458996
035 _a(DE-B1597)480122
035 _a(OCoLC)726824199
040 _aDE-B1597
_beng
_cDE-B1597
_erda
050 4 _aGV1469.25.S425
_bM35 2009eb
072 7 _aSOC002010
_2bisacsh
082 0 4 _a794.8
_222
084 _aonline - DeGruyter
100 1 _aMalaby, Thomas
_eautore
245 1 0 _aMaking Virtual Worlds :
_bLinden Lab and Second Life /
_cThomas Malaby.
264 1 _aIthaca, NY :
_bCornell University Press,
_c[2011]
264 4 _c©2010
300 _a1 online resource (176 p.) :
_b5 halftones
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 0 _tFrontmatter --
_tContents --
_tAcknowledgments --
_tIntroduction: A Developer's-Eye View --
_t1. The Product: Second Life, Capital, and the Possibility of Failure in a Virtual World --
_t2. Tools of the Gods --
_t3. Knowing the Gamer from the Game --
_t4. The Birth of the Cool --
_t5. Precarious Authority --
_tAppendix A: The Tao of Linden --
_tAppendix B: The Mission of Linden Lab --
_tNotes --
_tBibliography --
_tIndex
506 0 _arestricted access
_uhttp://purl.org/coar/access_right/c_16ec
_fonline access with authorization
_2star
520 _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.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.
530 _aIssued also in print.
538 _aMode of access: Internet via World Wide Web.
546 _aIn English.
588 0 _aDescription based on online resource; title from PDF title page (publisher's Web site, viewed 02. Mrz 2022)
650 0 _aBusiness anthropology
_zCalifornia
_zSan Francisco
_vCase studies.
650 0 _aComputer games
_xDesign
_xSocial aspects
_vCase studies.
650 0 _aCorporate culture
_zCalifornia
_zSan Francisco
_vCase studies.
650 0 _aSecond Life (Game)
_xSocial aspects.
650 0 _aShared virtual environments
_vCase studies.
650 4 _aAnthropology.
650 4 _aCultural Studies.
650 4 _aSocial Work.
650 7 _aSOCIAL SCIENCE / Anthropology / Cultural & Social.
_2bisacsh
850 _aIT-RoAPU
856 4 0 _uhttps://doi.org/10.7591/9780801458996
856 4 0 _uhttps://www.degruyter.com/isbn/9780801458996
856 4 2 _3Cover
_uhttps://www.degruyter.com/document/cover/isbn/9780801458996/original
942 _cEB
999 _c197314
_d197314