Making Virtual Worlds
179 pages
English

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179 pages
English
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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.

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Publié par
Date de parution 15 janvier 2011
Nombre de lectures 0
EAN13 9780801458996
Langue English
Poids de l'ouvrage 1 Mo

Informations légales : prix de location à la page 0,7500€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.

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MAKING VIRTUAL WORLDS
MAKING VIRTUAL WORLDS
LINDEN LAB AND SECOND LIFE
THOMAS M. MALABY
C O R N E L L U N I V E R S I T Y P R E S S I T H AC A A N D LO N D O N
Copyright © 2009 by Cornell University
All rights reserved. Except for brief quotations in a review, this book, or parts thereof, must not be reproduced in any form without permission in writing from the publisher. For informa-tion, address Cornell University Press, Sage House, 512 East State Street, Ithaca, New York 14850.
First published 2009 by Cornell University Press
Printed in the United States of America
Book design by Scott Levine
Library of Congress Cataloging-in-Publication Data
Malaby, Thomas M., 1967–  Making virtual worlds : Linden Lab and Second Life / Thomas M. Malaby.  p. cm.  Includes bibliographical references and index.  ISBN 978-0-8014-4746-4 (cloth : alk. paper)  1. Second Life (Game)—Social aspects. 2. Linden Lab (Firm). 3. Shared virtual environments—Case studies. 4. Com-puter games—Design—Social aspects—Case studies. 5. Busi-ness anthropology—California—San Francisco—Case stud-ies. 6. Corporate culture—California—San Francisco—Case studies. I. Title.  GV1469.25.S425M35 2009  794.8—dc22 2008052550
Cornell University Press strives to use environmentally responsi-ble suppliers and materials to the fullest extent possible in the publishing of its books. Such materials include vegetable-based, low-VOC inks and acid-free papers that are recycled, totally chlorine-free,orpartlycomposedofnonwoodbers.Forfurtherinforma-tion, visit our website at www.cornellpress.cornell.edu.
Cloth printing
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Second Life is a trademark of Linden Research, Inc. Certain materials have been reproduced under license from Linden Research, Inc. Copyright © 2001–2008 Linden Research, Inc. All rights reserved.
F O R S A M U E L A N D J U L I A N
CONTENTS
Acknowledgments ix
Introduction: A Developer’s-Eye View
1. The Product: Second Life, Capital, and the Possibility of Failure in a Virtual World
2. Tools of the Gods
3. Knowing the Gamer from the Game
4. The Birth of the Cool
5. Precarious Authority
Appendix A: The Tao of Linden
Appendix B: The Mission of Linden Lab
Notes 145
Bibliography 1 5 1
Index 159
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ACKNOWLEDGMENTS
In the course of this project I have relied on the good graces, bril-liance, and support of many people. First, I want to express my appre-ciation to Linden Lab, for being willing to let an anthropologist cross into their domain of synthesis and world creation. In an industry only just now learning what it can learn from researchers, Linden Lab has been a pioneer. Philip Rosedale, Robin Harper, and Cory Ondrejka deserve special thanks for being open to the continued presence of the anthropologist who dropped into their midst. To the many Lindens who sacrificed their precious coffee time to help me understand how they worked and saw the world, I extend my deepest appreciation and thanks. The research upon which this work is based was conducted with the vital support of the National Science Foundation, through its subpro-gram on Ethics and Values Studies in the Science and Society Program (grant #0423043), and by a fellowship from the Center for 21st Century Studies at the University of Wisconsin–Milwaukee. A fellowship at the University of Wisconsin–Madison’s Institute for Research in the Hu-manities provided support during the writing of the book, and the com-munity of scholars there were a regular source of stimulating conversa-tion for the project.
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