Making virtual worlds :: Linden Lab and Second Life /
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 an...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Ithaca :
Cornell University Press,
2009.
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Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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. |
Beschreibung: | 1 online resource (x, 165 pages) : illustrations |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9780801458996 0801458994 |
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245 | 1 | 0 | |a Making virtual worlds : |b Linden Lab and Second Life / |c Thomas M. Malaby. |
260 | |a Ithaca : |b Cornell University Press, |c 2009. | ||
300 | |a 1 online resource (x, 165 pages) : |b illustrations | ||
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504 | |a Includes bibliographical references and index. | ||
588 | 0 | |a Print version record. | |
505 | 0 | |a Introduction : a developer's-eye view -- The product : Second Life, capital, and the possibility of failure in a virtual world -- Tools of the gods -- Knowing the gamer from the game -- The birth of the cool -- Precarious authority -- Appendix A. The Tao of Linden -- Appendix B. The mission of Linden Lab. | |
520 | |a 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. | ||
546 | |a In English. | ||
610 | 2 | 0 | |a Linden Lab (Firm) |0 http://id.loc.gov/authorities/names/no2008180144 |
610 | 2 | 7 | |a Linden Lab (Firm) |2 fast |
650 | 0 | |a Second Life (Game) |x Social aspects. | |
650 | 0 | |a Shared virtual environments |v Case studies. | |
650 | 0 | |a Video games |x Design |x Social aspects |v Case studies. | |
650 | 0 | |a Business anthropology |z California |z San Francisco |v Case studies. | |
650 | 0 | |a Corporate culture |z California |z San Francisco |v Case studies. | |
650 | 6 | |a Second Life (Jeu) |x Aspect social. | |
650 | 6 | |a Environnements virtuels partagés |v Études de cas. | |
650 | 6 | |a Jeux vidéo |x Conception |x Aspect social |v Études de cas. | |
650 | 6 | |a Affaires |x Aspect anthropologique |z Californie |z San Francisco |v Études de cas. | |
650 | 6 | |a Culture organisationnelle |z Californie |z San Francisco |v Études de cas. | |
650 | 7 | |a SOCIAL SCIENCE |x Anthropology |x Cultural. |2 bisacsh | |
650 | 7 | |a GAMES |x Board. |2 bisacsh | |
650 | 7 | |a Business anthropology |2 fast | |
650 | 7 | |a Corporate culture |2 fast | |
650 | 7 | |a Shared virtual environments |2 fast | |
651 | 7 | |a California |z San Francisco |2 fast |1 https://id.oclc.org/worldcat/entity/E39QbtfRDXFGHkw9mhRjjy6DWc | |
650 | 7 | |a Second Life |2 gnd |0 http://d-nb.info/gnd/7561424-8 | |
655 | 7 | |a Case studies |2 fast | |
758 | |i has work: |a Making virtual worlds (Text) |1 https://id.oclc.org/worldcat/entity/E39PCGmQ3bmmb7CwYvb3w8Jbh3 |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn726824199 |
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author | Malaby, Thomas M., 1967- |
author_GND | http://id.loc.gov/authorities/names/n2002109076 |
author_facet | Malaby, Thomas M., 1967- |
author_role | |
author_sort | Malaby, Thomas M., 1967- |
author_variant | t m m tm tmm |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.25.S425 M35 2009eb |
callnumber-search | GV1469.25.S425 M35 2009eb |
callnumber-sort | GV 41469.25 S425 M35 42009EB |
callnumber-subject | GV - Leisure and Recreation |
collection | ZDB-4-EBA |
contents | Introduction : a developer's-eye view -- The product : Second Life, capital, and the possibility of failure in a virtual world -- Tools of the gods -- Knowing the gamer from the game -- The birth of the cool -- Precarious authority -- Appendix A. The Tao of Linden -- Appendix B. The mission of Linden Lab. |
ctrlnum | (OCoLC)726824199 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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The Tao of Linden -- Appendix B. The mission of Linden Lab.</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">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. 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genre | Case studies fast |
genre_facet | Case studies |
geographic | California San Francisco fast https://id.oclc.org/worldcat/entity/E39QbtfRDXFGHkw9mhRjjy6DWc |
geographic_facet | California San Francisco |
id | ZDB-4-EBA-ocn726824199 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:17:49Z |
institution | BVB |
isbn | 9780801458996 0801458994 |
language | English |
oclc_num | 726824199 |
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physical | 1 online resource (x, 165 pages) : illustrations |
psigel | ZDB-4-EBA |
publishDate | 2009 |
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publisher | Cornell University Press, |
record_format | marc |
spelling | Malaby, Thomas M., 1967- https://id.oclc.org/worldcat/entity/E39PCjDMPhVHGbjM8qCrDrXcKb http://id.loc.gov/authorities/names/n2002109076 Making virtual worlds : Linden Lab and Second Life / Thomas M. Malaby. Ithaca : Cornell University Press, 2009. 1 online resource (x, 165 pages) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier text file PDF rda Includes bibliographical references and index. Print version record. Introduction : a developer's-eye view -- The product : Second Life, capital, and the possibility of failure in a virtual world -- Tools of the gods -- Knowing the gamer from the game -- The birth of the cool -- Precarious authority -- Appendix A. The Tao of Linden -- Appendix B. The mission of Linden Lab. 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. In English. Linden Lab (Firm) http://id.loc.gov/authorities/names/no2008180144 Linden Lab (Firm) fast Second Life (Game) Social aspects. Shared virtual environments Case studies. Video games Design Social aspects Case studies. Business anthropology California San Francisco Case studies. Corporate culture California San Francisco Case studies. Second Life (Jeu) Aspect social. Environnements virtuels partagés Études de cas. Jeux vidéo Conception Aspect social Études de cas. Affaires Aspect anthropologique Californie San Francisco Études de cas. Culture organisationnelle Californie San Francisco Études de cas. SOCIAL SCIENCE Anthropology Cultural. bisacsh GAMES Board. bisacsh Business anthropology fast Corporate culture fast Shared virtual environments fast California San Francisco fast https://id.oclc.org/worldcat/entity/E39QbtfRDXFGHkw9mhRjjy6DWc Second Life gnd http://d-nb.info/gnd/7561424-8 Case studies fast has work: Making virtual worlds (Text) https://id.oclc.org/worldcat/entity/E39PCGmQ3bmmb7CwYvb3w8Jbh3 https://id.oclc.org/worldcat/ontology/hasWork Print version: Malaby, Thomas M., 1967- Making virtual worlds. Ithaca : Cornell University Press, 2009 (DLC) 2008052550 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=673730 Volltext |
spellingShingle | Malaby, Thomas M., 1967- Making virtual worlds : Linden Lab and Second Life / Introduction : a developer's-eye view -- The product : Second Life, capital, and the possibility of failure in a virtual world -- Tools of the gods -- Knowing the gamer from the game -- The birth of the cool -- Precarious authority -- Appendix A. The Tao of Linden -- Appendix B. The mission of Linden Lab. Linden Lab (Firm) http://id.loc.gov/authorities/names/no2008180144 Linden Lab (Firm) fast Second Life (Game) Social aspects. Shared virtual environments Case studies. Video games Design Social aspects Case studies. Business anthropology California San Francisco Case studies. Corporate culture California San Francisco Case studies. Second Life (Jeu) Aspect social. Environnements virtuels partagés Études de cas. Jeux vidéo Conception Aspect social Études de cas. Affaires Aspect anthropologique Californie San Francisco Études de cas. Culture organisationnelle Californie San Francisco Études de cas. SOCIAL SCIENCE Anthropology Cultural. bisacsh GAMES Board. bisacsh Business anthropology fast Corporate culture fast Shared virtual environments fast Second Life gnd http://d-nb.info/gnd/7561424-8 |
subject_GND | http://id.loc.gov/authorities/names/no2008180144 http://d-nb.info/gnd/7561424-8 |
title | Making virtual worlds : Linden Lab and Second Life / |
title_auth | Making virtual worlds : Linden Lab and Second Life / |
title_exact_search | Making virtual worlds : Linden Lab and Second Life / |
title_full | Making virtual worlds : Linden Lab and Second Life / Thomas M. Malaby. |
title_fullStr | Making virtual worlds : Linden Lab and Second Life / Thomas M. Malaby. |
title_full_unstemmed | Making virtual worlds : Linden Lab and Second Life / Thomas M. Malaby. |
title_short | Making virtual worlds : |
title_sort | making virtual worlds linden lab and second life |
title_sub | Linden Lab and Second Life / |
topic | Linden Lab (Firm) http://id.loc.gov/authorities/names/no2008180144 Linden Lab (Firm) fast Second Life (Game) Social aspects. Shared virtual environments Case studies. Video games Design Social aspects Case studies. Business anthropology California San Francisco Case studies. Corporate culture California San Francisco Case studies. Second Life (Jeu) Aspect social. Environnements virtuels partagés Études de cas. Jeux vidéo Conception Aspect social Études de cas. Affaires Aspect anthropologique Californie San Francisco Études de cas. Culture organisationnelle Californie San Francisco Études de cas. SOCIAL SCIENCE Anthropology Cultural. bisacsh GAMES Board. bisacsh Business anthropology fast Corporate culture fast Shared virtual environments fast Second Life gnd http://d-nb.info/gnd/7561424-8 |
topic_facet | Linden Lab (Firm) Second Life (Game) Social aspects. Shared virtual environments Case studies. Video games Design Social aspects Case studies. Business anthropology California San Francisco Case studies. Corporate culture California San Francisco Case studies. Second Life (Jeu) Aspect social. Environnements virtuels partagés Études de cas. Jeux vidéo Conception Aspect social Études de cas. Affaires Aspect anthropologique Californie San Francisco Études de cas. Culture organisationnelle Californie San Francisco Études de cas. SOCIAL SCIENCE Anthropology Cultural. GAMES Board. Business anthropology Corporate culture Shared virtual environments California San Francisco Second Life Case studies |
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