000 | 03775nam a22004575i 4500 | ||
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001 | 978-3-031-02268-5 | ||
003 | DE-He213 | ||
005 | 20240730163851.0 | ||
007 | cr nn 008mamaa | ||
008 | 220601s2010 sz | s |||| 0|eng d | ||
020 |
_a9783031022685 _9978-3-031-02268-5 |
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024 | 7 |
_a10.1007/978-3-031-02268-5 _2doi |
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050 | 4 | _aTK5105.5-5105.9 | |
072 | 7 |
_aUKN _2bicssc |
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_aCOM043000 _2bisacsh |
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072 | 7 |
_aUKN _2thema |
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082 | 0 | 4 |
_a004.6 _223 |
100 | 1 |
_aBainbridge, William Sims. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut _980909 |
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245 | 1 | 0 |
_aOnline Multiplayer Games _h[electronic resource] / _cby William Sims Bainbridge. |
250 | _a1st ed. 2010. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2010. |
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300 |
_aVIII, 105 p. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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_atext file _bPDF _2rda |
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490 | 1 |
_aSynthesis Lectures on Information Concepts, Retrieval, and Services, _x1947-9468 |
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505 | 0 | _aIntroduction -- Historical-Cultural Origins -- Technical Constraints -- Rolecoding and Social Control -- Personality and Motivation -- Avatars and Characters -- Virtual Professions and Economies -- Social Relations Inside Games -- Implications for External Society. | |
520 | _aThis lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society. | ||
650 | 0 |
_aComputer networks . _931572 |
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650 | 1 | 4 |
_aComputer Communication Networks. _980910 |
710 | 2 |
_aSpringerLink (Online service) _980911 |
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773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783031011405 |
776 | 0 | 8 |
_iPrinted edition: _z9783031033964 |
830 | 0 |
_aSynthesis Lectures on Information Concepts, Retrieval, and Services, _x1947-9468 _980912 |
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856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-031-02268-5 |
912 | _aZDB-2-SXSC | ||
942 | _cEBK | ||
999 |
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