Coming of Age in Second Life

Coming of Age in Second Life PDF

Author: Tom Boellstorff

Publisher: Princeton University Press

Published: 2015-08-25

Total Pages: 348

ISBN-13: 0691168342

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Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.

My Second Life

My Second Life PDF

Author: Faye Bird

Publisher: Macmillan

Published: 2016-01-19

Total Pages: 271

ISBN-13: 0374348863

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"Originally published in the United Kingdom by Usborne Publishing"--Title page verso.

The Second Life of Abigail Walker

The Second Life of Abigail Walker PDF

Author: Frances O'Roark Dowell

Publisher: Simon and Schuster

Published: 2012-08-28

Total Pages: 256

ISBN-13: 1442405953

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Is it possible to start afresh when you’re thoroughly weighted down? A “timeless and entirely of-the-moment” (Publishers Weekly) novel from the author of The Secret Language of Girls. Seventeen pounds. That’s the difference between Abigail Walker and Kristen Gorzca. Between chubby and slim, between teased and taunting. Abby is fine with her body and sick of seventeen pounds making her miserable, so she speaks out against Kristen and her groupies—and becomes officially unpopular. Embracing her new status, Abby heads to an abandoned lot across the street and crosses an unfamiliar stream that leads her to a boy who’s as different as they come. Anders is homeschooled, and while he’s worried that Abby’s former friends are out to get her, he’s even more worried about his dad, a war veteran home from Iraq who is dangerously disillusioned with life. But if his dad can finish his poem about the expedition of Lewis and Clark, if he can recapture the belief that there can be innocence in the world, maybe he will be okay. As Abby dives into the unexpected role as research assistant, she just as unexpectedly discovers that by helping someone else find hope in the world, there is plenty there for herself, as well.

Ethnography and Virtual Worlds

Ethnography and Virtual Worlds PDF

Author: Tom Boellstorff

Publisher: Princeton University Press

Published: 2024-08-06

Total Pages: 264

ISBN-13: 0691264864

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A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography

Making Virtual Worlds

Making Virtual Worlds PDF

Author: Thomas Malaby

Publisher: Cornell University Press

Published: 2011-01-15

Total Pages: 176

ISBN-13: 0801457750

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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.

Collective Intelligence

Collective Intelligence PDF

Author: Pierre Levy

Publisher: Basic Books

Published: 1999-12-10

Total Pages: 312

ISBN-13: 9780738202617

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The number of travelers along the information superhighway is increasing at a rate of 10 percent a month. How will this communications revolution affect our culture and society? Pierre Lévy shows how the unfettered exchange of ideas in cyberspace has the potential to liberate us from the social and political hierarchies that have stood in the way of mankind's advancement.Anthropologist, historian, sociologist, and philosopher, Lévy writes with a depth of scholarship and imaginative insight rare among media critics. At once a profound historical analysis of the development of human culture and a blueprint for the future, Collective Intelligence is a visionary work.

Coming of Age in Second Life

Coming of Age in Second Life PDF

Author: Tom Boellstorff

Publisher: Princeton University Press

Published: 2015-08-25

Total Pages: 344

ISBN-13: 1400874106

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Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.

Character and Person

Character and Person PDF

Author: John Frow

Publisher: Oxford University Press

Published: 2014-04

Total Pages: 353

ISBN-13: 0198704518

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Character and Person explores the category of fictional character, one of the most widely used and least adequately theorized concepts in literary studies, cultural studies, and everyday usage. It sets fictional character in relation to the concept of person and tries to examine how each of these terms is constructed across different cultures.

Virtual Worlds

Virtual Worlds PDF

Author: Kieron Sheehy

Publisher:

Published: 2010

Total Pages: 220

ISBN-13:

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The book deals with the challenges that arise when virtual worlds are used for learning and teaching. The ideas and practices emerging from this field are relevant to all educators, and offers insights into the development of a pedagogy that is authentic, inclusive and enjoyable. Each chapter addresses a particular issue and is illustrated with examples drawn from both research and practice. These examples cover a wide range of learning scenarios, both formal and informal, involving teenagers, school pupils, undergraduate and postgraduate students as well as a variety of lifelong learners. The issues include the importance of virtual worlds, the influence of online games and physical-world economics and politics, the relationship between avatars and learner identity, the challenges of ensuring child safety and protection, interaction between real-world and in-world environments and activities, accessibility and the development of new pedagogues. The authors are all teachers and learners in virtual worlds; many have been responsible for designing, programming and maintaining virtual environments.

Disability and Mobile Citizenship in Postsocialist Ukraine

Disability and Mobile Citizenship in Postsocialist Ukraine PDF

Author: Sarah D. Phillips

Publisher:

Published: 2011

Total Pages: 322

ISBN-13:

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Sarah Phillips examines how disabled persons in the Ukraine struggled to secure their rights during the tumult of the past two decades. She documents their creative strategies & argues that public storytelling is a powerful means to expand notions of relatedness, kinship & social responsibility.