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The Invisible Hand in Virtual Worlds

The Invisible Hand in Virtual Worlds PDF Author: Matthew McCaffrey
Publisher: Cambridge University Press
ISBN: 1108839711
Category : Business & Economics
Languages : en
Pages : 263

Book Description
Studies the economic order that governs virtual worlds and ways individuals work together to govern social relations in the digital space.

The Invisible Hand in Virtual Worlds

The Invisible Hand in Virtual Worlds PDF Author: Matthew McCaffrey
Publisher: Cambridge University Press
ISBN: 1108839711
Category : Business & Economics
Languages : en
Pages : 263

Book Description
Studies the economic order that governs virtual worlds and ways individuals work together to govern social relations in the digital space.

The Invisible Hand

The Invisible Hand PDF Author: Prince Ami
Publisher: Enlighten89 Book Corp
ISBN:
Category : Fiction
Languages : en
Pages : 183

Book Description
Isaiah is different from others, instead of shunning his differences he embraces them as unique. Growing up in a poverty stricken community, Isaiah is taught by his mother to value the importance of receiving an education. In Isaiah's pursuit of higher learning he'll encounter many people. Some who will make a impact for the better, while others will not have his best interest at heart. Through it all Isaiah and his crew of friends are on their on Quest to fulfil the last objective of The New Wave. Using unconventional means the trio are launched into an adventure that will take them across three continents. Several entities stand in the way of them achieving their goal, and ultimately prices will be paid. As Isaiah nears the breaking point, he begins to question the means, and only God knows how far things will go before it all falls apart. Inside this book you'll find motivation from the characters involved. Their energy and desire to achieve more, will undoubtedly motivate you to take a different look on life. Although this is a work of fiction the indept dialogue and complex issues, involved will ring bells in your mind, striking a chord, that will touch the centerpiece of your soul!

Advanced Techniques in Computing Sciences and Software Engineering

Advanced Techniques in Computing Sciences and Software Engineering PDF Author: Khaled Elleithy
Publisher: Springer Science & Business Media
ISBN: 9048136601
Category : Computers
Languages : en
Pages : 582

Book Description
Advanced Techniques in Computing Sciences and Software Engineering includes a set of rigorously reviewed world-class manuscripts addressing and detailing state-of-the-art research projects in the areas of Computer Science, Software Engineering, Computer Engineering, and Systems Engineering and Sciences. Advanced Techniques in Computing Sciences and Software Engineering includes selected papers form the conference proceedings of the International Conference on Systems, Computing Sciences and Software Engineering (SCSS 2008) which was part of the International Joint Conferences on Computer, Information and Systems Sciences and Engineering (CISSE 2008).

Making Virtual Worlds

Making Virtual Worlds PDF Author: Thomas Malaby
Publisher: Cornell University Press
ISBN: 0801457750
Category : Social Science
Languages : en
Pages : 176

Book 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-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. 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.

Designing Virtual Worlds

Designing Virtual Worlds PDF Author: Richard A. Bartle
Publisher: New Riders
ISBN: 9780131018167
Category : Computers
Languages : en
Pages : 768

Book Description
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.

Virtual Worlds

Virtual Worlds PDF Author: Benjamin Woolley
Publisher: Benjamin Woolley
ISBN: 0140154396
Category : Biography & Autobiography
Languages : en
Pages : 217

Book Description
In Virtual Worlds, Benjamin Woolley examines the reality of virtual reality. He looks at the dramatic intellectual and cultural upheavals that gave birth to it, the hype that surrounds it, the people who have promoted it, and the dramatic implications of its development. Virtual reality is not simply a technology, it is a way of thinking created and promoted by a group of technologists and thinkers that sees itself as creating our future. Virtual Worlds reveals the politics and culture of these virtual realists, and examines whether they are creating reality, or losing their grasp of it. 12 photographs.

World of Warcraft and Philosophy

World of Warcraft and Philosophy PDF Author: Luke Cuddy
Publisher: Open Court Publishing
ISBN: 0812696735
Category : Games & Activities
Languages : en
Pages : 280

Book Description
"World of Warcraft is the most popular ever MMORPG (massively multiplayer online role playing game), with over twelve million subscribers and growing every day." "WoW is everywhere - from episodes of South Park and The Simpsons, to online series like Watch the Guild, accolades and awards from game critics, prime-time commercials with William Shatner and Mr. T., and even criminal and civil courts in the real world. People marry and divorce individuals they have met in the game, realworld financial markets thrive in virtual WoW property, parents have their kids 'treated' for Warcraft addiction, and real-world lawsuits, vendettas, and murders have been provoked by the game." "Since identities are known to be assumed, is it okay to totally misrepresent yourself in the game? Does the Corrupted Blood epidemic warn us of future public health catastrophes? How can it be wrong to steal something which doesn't exist or torture characters who don't feel pain? Is warfare really essential to the world of Warcraft? What can our own world learn from Azeroth's blend of primitivism and high-tech?" "A specially commissioned guild of philosophers tackle these and other hard questions in World of Warcraft and Philosophy." -- Book Cover.

Virtual Worlds

Virtual Worlds PDF Author: Benjamin Woolley
Publisher:
ISBN:
Category :
Languages : en
Pages : 274

Book Description


Games are not

Games are not PDF Author: David Myers
Publisher: Manchester University Press
ISBN: 1526121662
Category : Games & Activities
Languages : en
Pages : 175

Book Description
How do we reconcile a videogame industry's insistence that games positively affect human beliefs and behaviors with the equally prevalent assumption that games are “just games”? How do we reconcile accusations that games make us violent and antisocial and unproductive with the realization that games are a universal source of human joy? In Game are not, David Myers demonstrates that these controversies and conflicts surrounding the meanings and effects of games are not going away; they are essential properties of the game's paradoxical aesthetic form. Games are not focuses on games writ large, bound by neither digital form nor by cultural interpretation. Interdisciplinary in scope and radical in conclusion, Games are not positions games as unique objects evoking a peculiar and paradoxical liminal state – a lusory attitude – that is essential to human creativity, knowledge, and sustenance of the species.

The Age of Virtual Reality

The Age of Virtual Reality PDF Author: Thomas Hohstadt
Publisher: Lulu.com
ISBN: 1257923595
Category : Art
Languages : en
Pages : 149

Book Description
Something big is happening. Virtual Reality is not only becoming the driving wheel of the new world economy, it is building a new cultural order. The "Age of Virtual Reality" is in its infancy, yet we already live in a virtual world. Through video games, iPods, iPhones, online social networking, and movies, we are migrating toward ""virtual space."" We must understand this moment in history. Through provoked discoveries, engaging artistic journeys, and creative dialogues with the "language" of virtual reality, this book explores both the pre-digital history of VR and its sobering-yet inspiring-future. Readers will learn to test, discern, and ground the ""evidence"" of their experience. In "The Age of Virtual Reality," they will discover where we're going by confronting where VR is going. More important, they will engage the skills necessary to participate constructively and creatively in an increasingly ""virtual"" world-a world that demands their participation. They will be stunned beyond disbelief.