000 03775nam a22004575i 4500
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
024 7 _a10.1007/978-3-031-02268-5
_2doi
050 4 _aTK5105.5-5105.9
072 7 _aUKN
_2bicssc
072 7 _aCOM043000
_2bisacsh
072 7 _aUKN
_2thema
082 0 4 _a004.6
_223
100 1 _aBainbridge, William Sims.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_980909
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.
300 _aVIII, 105 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSynthesis Lectures on Information Concepts, Retrieval, and Services,
_x1947-9468
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
650 1 4 _aComputer Communication Networks.
_980910
710 2 _aSpringerLink (Online service)
_980911
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
856 4 0 _uhttps://doi.org/10.1007/978-3-031-02268-5
912 _aZDB-2-SXSC
942 _cEBK
999 _c85065
_d85065