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Computer Games And Virtual Worlds


Computer Games And Virtual Worlds
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Serious Games And Virtual Worlds In Education Professional Development And Healthcare


Serious Games And Virtual Worlds In Education Professional Development And Healthcare
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Author : Klaus Bredl
language : en
Publisher: IGI Global
Release Date : 2013-03-31

Serious Games And Virtual Worlds In Education Professional Development And Healthcare written by Klaus Bredl and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-03-31 with Computers categories.


"This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.



Online Worlds Convergence Of The Real And The Virtual


Online Worlds Convergence Of The Real And The Virtual
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Author : William Sims Bainbridge
language : en
Publisher: Springer Science & Business Media
Release Date : 2009-12-08

Online Worlds Convergence Of The Real And The Virtual written by William Sims Bainbridge and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-12-08 with Computers categories.


William Sims Bainbridge Virtual 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 prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.



Computer Games And Virtual Worlds


Computer Games And Virtual Worlds
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Author : Ross A. Dannenberg
language : en
Publisher: American Bar Association
Release Date : 2010

Computer Games And Virtual Worlds written by Ross A. Dannenberg and has been published by American Bar Association this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with Computer games categories.


This book explores and discusses how to obtain traditional intellectual property law rights in the non-traditional settings of video game and virtual world environments, and serves as a primer for researching these emerging legal issues. Each chapter addresses: end user license agreements; copyrights, patents, trademarks; and trade secrets, as addressed by U.S. law. It also covers international legal issues stemming from the multi-national user-base and foreign operation of many virtual worlds.



The Proteus Paradox


The Proteus Paradox
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Author : Nick Yee
language : en
Publisher: Yale University Press
Release Date : 2014-01-07

The Proteus Paradox written by Nick Yee and has been published by Yale University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-01-07 with Social Science categories.


A surprising assessment of the ways that virtual worlds are entangled with human psychology



Gaming The System


Gaming The System
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Author : David J. Gunkel
language : en
Publisher: Indiana University Press
Release Date : 2018-05-09

Gaming The System written by David J. Gunkel and has been published by Indiana University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-05-09 with Computers categories.


1. This extremely multidisciplinary book engages descriptive and prescriptive methods of study to video games, drawing heavily on philosophical traditions. It will have appeal outside of Film & Media and Philosophy to other areas of scholarly research including Sociology, Anthropology and Political Science. 2.The author is a senior scholar with extensive publications that explore the intersection of philosophy and ethics with digital games and reality. He has a strong presence on Facebook and Twitter as well as a well-designed personal website. He has historically be very engaged with his own digital and social media marketing for books he authors and plans to do the same for this title. 3. The author works to debunk and reframe what readers think they know about video games and digital culture, showing that it is wrong (or at least misguided) and that the important questions are often far more interesting and potentially disturbing than anticipated.



Designing Virtual Worlds


Designing Virtual Worlds
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Author : Richard A. Bartle
language : en
Publisher: New Riders
Release Date : 2004

Designing Virtual Worlds written by Richard A. Bartle and has been published by New Riders this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computers categories.


This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.



Synthetic Worlds


Synthetic Worlds
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Author : Edward Castronova
language : en
Publisher: University of Chicago Press
Release Date : 2008-09-15

Synthetic Worlds written by Edward Castronova and has been published by University of Chicago Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-09-15 with Computers categories.


From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education



Building Virtual Worlds


Building Virtual Worlds
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Author : Kirsty Holmes
language : en
Publisher: Game On!
Release Date : 2019-03

Building Virtual Worlds written by Kirsty Holmes and has been published by Game On! this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-03 with categories.




Multiplayer


Multiplayer
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Author : Thorsten Quandt
language : en
Publisher: Routledge
Release Date : 2013-10-30

Multiplayer written by Thorsten Quandt and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-10-30 with Language Arts & Disciplines categories.


In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.



Games And Virtual Worlds For Serious Applications Proceedings


Games And Virtual Worlds For Serious Applications Proceedings
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Author : Genaro Rebolledo-Mendez
language : en
Publisher:
Release Date : 2009-01-01

Games And Virtual Worlds For Serious Applications Proceedings written by Genaro Rebolledo-Mendez and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-01-01 with Computer games categories.