000 03663nam a22003735i 4500
001 291229
003 MX-SnUAN
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007 cr nn 008mamaa
008 150903s2010 xxk| o |||| 0|eng d
020 _a9781848828254
_99781848828254
024 7 _a10.1007/9781848828254
_2doi
035 _avtls000344544
039 9 _a201509030354
_bVLOAD
_c201405050308
_dVLOAD
_y201402061259
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aQA76.9.U83
100 1 _9306865
_aBainbridge, William Sims.
_eeditor.
245 1 0 _aOnline Worlds: Convergence of the Real and the Virtual /
_cedited by William Sims Bainbridge.
264 1 _aLondon :
_bSpringer London,
_c2010.
300 _aviii, 318 páginas 8 ilustraciones, 4 ilustraciones en color.
_brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
490 0 _aHuman-Computer Interaction Series,
_x1571-5035
500 _aSpringer eBooks
505 0 _aNew World View -- Culture and Creativity: World of Warcraft Modding in China and the US -- The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds -- Science, Technology, and Reality in The Matrix Online and Tabula Rasa -- Spore: Assessment of the Science in an Evolution-Oriented Game -- Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching, and Learning with Virtual Worlds -- A Virtual Mars -- Opening the Metaverse -- A Typology of Ethnographic Scales for Virtual Worlds -- Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls -- Examining Player Anger in World of Warcraft -- Dude Looks like a Lady: Gender Swapping in an Online Game -- Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners -- Speaking in Character: Voice Communication in Virtual Worlds -- What People Talk About in Virtual Worlds -- Changing the Rules: Social Architectures in Virtual Worlds -- Game-Based Virtual Worlds as Decentralized Virtual Activity Systems -- When Virtual Worlds Expand -- Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games -- Virtual Worlds for Virtual Organizing -- Future Evolution of Virtual Worlds as Communication Environments -- The Future of Virtual Worlds.
520 _aVirtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most popular current example is World of Warcraft, a massively multiplayer online game with eleven million subscribers. However, other virtual worlds, notably Second Life, are not games at all but internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. This book brings together an international team of highly accomplished authors to examine the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular, and which are establishing them as a major sector of human-centred computing.
590 _aPara consulta fuera de la UANL se requiere clave de acceso remoto.
710 2 _aSpringerLink (Servicio en línea)
_9299170
776 0 8 _iEdición impresa:
_z9781848828247
856 4 0 _uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-84882-825-4
_zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL)
942 _c14
999 _c291229
_d291229