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Papers in this group tagged with "virtual worlds"

1 - 20 of 24
  1. Review of Coming of Age in Second Life (Boellstorff), with references to Communities of Play (Pearce), Making Virtual Worlds (Malaby), Play Between Worlds (Taylor), and Hanging Out, Messing Aroung, Geeking Out (Ito et al).
  2. The goal of this speculative essay is to ask after potential consequences of the emerging notion of “cloud computing” not only for virtual worlds, but also for human sociality in general. I explore the short history of cloud computing and some…
  3. Habitat is a "multi-player online virtual environment", created by Lucasfilm Games, a division of LucasArts Entertainment Company, in association with Quantum Computer Services, Inc. It was arguably one of the first attempts to create a very large…
  4. The goal of this speculative essay is to ask after potential consequences of the emerging notion of “cloud computing” not only for virtual worlds, but also for human sociality in general. I explore the short history of cloud computing and some…
  5. This paper explores the ways the commercialization of multiuser environments is posing particular challenges to user autonomy and authorship. With ever broadening definitions of intellectual property rights the status of cultural and symbolic…
  6. Book jacket - 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,…
  7. Review of Coming of Age in Second Life (Boellstorff), with references to Communities of Play (Pearce), Making Virtual Worlds (Malaby), Play Between Worlds (Taylor), and Hanging Out, Messing Aroung, Geeking Out (Ito et al).
  8. We are in a historical moment when virtual worlds are coming into being as a significant mode of technologically mediated sociality. Alongside and within these virtual worlds, a new research community is in formation, one whose growth will only be…
  9. Designers, and the code they construct, go a long way toward making a virtual world real. They fill it with objects and spaces, properties and behaviors. Sometimes they create imaginative scenes only found in science fiction or fantasy. Other times…
  10. The goal of this speculative essay is to ask after potential consequences of the emerging notion of “cloud computing” not only for virtual worlds, but also for human sociality in general. I explore the short history of cloud computing and some…
  11. Book jacket - 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,…
  12. We are in a historical moment when virtual worlds are coming into being as a significant mode of technologically mediated sociality. Alongside and within these virtual worlds, a new research community is in formation, one whose growth will only be…
  13. This paper explores the ways the commercialization of multiuser environments is posing particular challenges to user autonomy and authorship. With ever broadening definitions of intellectual property rights the status of cultural and symbolic…
  14. Habitat is a "multi-player online virtual environment", created by Lucasfilm Games, a division of LucasArts Entertainment Company, in association with Quantum Computer Services, Inc. It was arguably one of the first attempts to create a very large…
  15. Review of Coming of Age in Second Life (Boellstorff), with references to Communities of Play (Pearce), Making Virtual Worlds (Malaby), Play Between Worlds (Taylor), and Hanging Out, Messing Aroung, Geeking Out (Ito et al).
  16. Designers, and the code they construct, go a long way toward making a virtual world real. They fill it with objects and spaces, properties and behaviors. Sometimes they create imaginative scenes only found in science fiction or fantasy. Other times…