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| 001 | 197314 | ||
| 003 | IT-RoAPU | ||
| 005 | 20221214233000.0 | ||
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| 008 | 220302t20112010nyu fo d z eng d | ||
| 019 | _a(OCoLC)979753249 | ||
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_a9780801458996 _qPDF |
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_a10.7591/9780801458996 _2doi |
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| 035 | _a(DE-B1597)9780801458996 | ||
| 035 | _a(DE-B1597)480122 | ||
| 035 | _a(OCoLC)726824199 | ||
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_aGV1469.25.S425 _bM35 2009eb |
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| 072 | 7 |
_aSOC002010 _2bisacsh |
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| 082 | 0 | 4 |
_a794.8 _222 |
| 084 | _aonline - DeGruyter | ||
| 100 | 1 |
_aMalaby, Thomas _eautore |
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| 245 | 1 | 0 |
_aMaking Virtual Worlds : _bLinden Lab and Second Life / _cThomas Malaby. |
| 264 | 1 |
_aIthaca, NY : _bCornell University Press, _c[2011] |
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| 264 | 4 | _c©2010 | |
| 300 |
_a1 online resource (176 p.) : _b5 halftones |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 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 |
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| 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. |
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| 650 | 0 |
_aComputer games _xDesign _xSocial aspects _vCase studies. |
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| 650 | 0 |
_aCorporate culture _zCalifornia _zSan Francisco _vCase studies. |
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| 650 | 0 |
_aSecond Life (Game) _xSocial aspects. |
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| 650 | 0 |
_aShared virtual environments _vCase studies. |
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| 650 | 4 | _aAnthropology. | |
| 650 | 4 | _aCultural Studies. | |
| 650 | 4 | _aSocial Work. | |
| 650 | 7 |
_aSOCIAL SCIENCE / Anthropology / Cultural & Social. _2bisacsh |
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| 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 |
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