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Making Virtual Worlds
by
THOMAS M. MALABY
in
ANTHROPOLOGY
,
Business anthropology
,
Business anthropology -- California -- San Francisco -- Case studies
2009,2011
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.
InMaking 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.
Communities of play : emergent cultures in multiplayer games and virtual worlds
2009,2011
The odyssey of a group of \"refugees\" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds-actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora-a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as \"refugees\"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the \"play turn\" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
The Proteus Paradox
2014
Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled-but rarely recognized-tools for controlling what players think and how they behave.
Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.
Going virtual : programs and insights from a time of crisis
by
Ostman, Sarah
in
COVID-19 Pandemic, 2020
,
COVID-19 Pandemic, 2020- -- United States -- Case studies
,
LANGUAGE ARTS & DISCIPLINES
2021
From the moment the pandemic took hold in Spring 2020, libraries and library workers have demonstrated their fortitude and flexibility by adapting to physical closures, social distancing guidelines, and a host of other challenges. Despite the obstacles, they've been able to stay connected to their communities—and helped connect the people in their communities to each other, as well as to the information and services they need and enjoy. Ostman and ALA's Public Programs Office (PPO) here present a handpicked cross-section of successful programs, most of them virtual, from a range of different libraries. Featuring events designed to support learning, spark conversation, create connection, or simply entertain, the ideas here will inspire programming staff to try similar offerings at their own libraries. Showcasing innovation in action as well as lessons learned, programs include
* COVID-19 Misinformation Challenge, featuring an email quiz, to encourage participants to separate fact from fiction;
* weekly virtual storytimes;
* community cooking demonstrations via Zoom;
* an online grocery store tour, complete with tips about shopping healthy on a budget;
* a virtual beer tasting that boasted 80 attendees;
* socially distanced \"creativity crates\" for summer reading;
* an online Minecraft club for kids ages 6 and up;
* a Zoom presentation about grieving and funerals during COVID, featuring the director of a local funeral home;
* Art Talk Tuesday, a one-hour, docent-led program;
* a virtual lecture on the history of witchcraft, presented by a public library in partnership with a university rare book room, that drew thousands of viewers;
* \"knitting for knewbies\" kits for curbside pickup;
* Songs from the Stacks, an ongoing virtual concert series in the style of NPR's \"Tiny Desk\";
* a pink supermoon viewing party that included people howling at the moon together from their homes on Facebook Live;
* and many others
Pivoting during the Pandemic : ideas for serving your community anytime, anywhere
by
Hughes, Kathleen M.
,
Santoro, Jamie
in
COVID-19 (Disease)-United States-Case studies
,
COVID-19 Pandemic, 2020- -- United States -- Case studies
,
Libraries and community -- United States -- Case studies
2021
Sharing lessons learned and barriers overcome, this book will spur you towards new ways of serving your patrons during unprecedented times.
Hello avatar : rise of the networked generation
by
Coleman, Beth
in
Avatars (Virtual reality)
,
Avatars (Virtual reality) -- Psychological aspects
,
Embodiment
2011
An examination of our many modes of online identity and how we live on the continuum between the virtual and the real.Hello Avatar!Or, {llSay(0, \"Hello, Avatar!\"); is a tiny piece of user-friendly code that allows us to program our virtual selves.In Hello Avatar , B.
The Metaverse handbook
by
QuHarrison Terry
,
Scott "DJ Skee" Keeney
in
Blockchains (Databases)
,
Shared virtual environments
,
Virtual reality in management
2022
The metaverse is here. Are you ready?
In? The Metaverse Handbook: Innovating for the Internet's Next Tectonic Shift, a duo of experienced tech and culture experts delivers a can't-miss guide to participating in the most promising new technology since the advent of the web. Through dozens of metaverse creator case studies and concise, actionable insights, you'll walk away from this book understanding how to explore and implement the latest metaverse tech emerging from blockchain, XR, and web3.
In The Metaverse Handbook, you'll discover:
* What the metaverse is, why you should care about it, and how to build your metaverse strategy
* The history of the metaverse and primers on critical technologies driving the metaverse, including non-fungible tokens, XR, the blockchain, and web3
* How to unearth unique metaverse opportunities in digital communities, commerce, and immersive experiences
As the metaverse has rapidly become the technology platform and marketing buzzword of the future, this new reality for companies, creators, and consumers is not easily understood at the surface level. Those who aim to be at the forefront of this exciting new arena must first understand the foundations and central technologies of the metaverse.
An essential resource for digital professionals, creators, and business leaders in the vanguard of the coming technology revolution, ? The Metaverse Handbook ?provides the go-to roadmap for your journey into the metaverse.
Learning in Virtual Worlds: Research and Applications
by
Edited by Sue Gregory, Mark J.W. Lee, Barney Dalgarno, and Belinda Tynan
in
Baker, Paul M. A
,
Bertacchini, Francesca; Cameron, Leanne
,
Best practice
2016
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.
How meetings could look in the Metaverse
2022
Intel CEO Pat Gelsinger speaks to Emily Chang about the new opportunities and technologies that will underpin the metaverse and how Intel will play a role in its future evolution. He's on \"Bloomberg Studio 1.0.\"
Streaming Video
Connected Play
by
Deborah A. Fields
,
Yasmin B. Kafai
in
Education
,
Education -- Simulation methods
,
Educational games
2013
Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. InConnected Play, Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds. Play is fundamentally important for kids' development, but, Kafai and Fields argue, to understand play in virtual worlds, we need to connect concerns of development and culture with those of digital media and learning. Kafai and Fields do this through a detailed study of kids' play in Whyville, a massive, informal virtual world with educational content for tween players. Combining ethnographic accounts with analysis of logfile data, they present rich portraits and overviews of how kids learn to play in a digital domain, developing certain technological competencies; how kids learn to play well -- responsibly, respectfully, and safely; and how kids learn to play creatively, creating content that becomes a part of the virtual world itself.