000 | 02614nam a22005053i 4500 | ||
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001 | EBC3137945 | ||
003 | MiAaPQ | ||
005 | 20240729124712.0 | ||
006 | m o d | | ||
007 | cr cnu|||||||| | ||
008 | 240724s2009 xx o ||||0 eng d | ||
020 |
_a9780801458996 _q(electronic bk.) |
||
020 | _z9780801447464 | ||
035 | _a(MiAaPQ)EBC3137945 | ||
035 | _a(Au-PeEL)EBL3137945 | ||
035 | _a(CaPaEBR)ebr10457566 | ||
035 | _a(CaONFJC)MIL759699 | ||
035 | _a(OCoLC)726824199 | ||
040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
||
050 | 4 | _aGV1469 | |
082 | 0 | _a794.8 | |
100 | 1 | _aMalaby, Thomas. | |
245 | 1 | 0 |
_aMaking Virtual Worlds : _bLinden Lab and Second Life. |
250 | _a1st ed. | ||
264 | 1 |
_aIthaca : _bCornell University Press, _c2009. |
|
264 | 4 | _c©2010. | |
300 | _a1 online resource (179 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
||
338 |
_aonline resource _bcr _2rdacarrier |
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505 | 0 | _aIntro -- Contents -- Acknowledgments -- 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 -- Bibliography -- Index. | |
520 | _aMalaby 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. | ||
588 | _aDescription based on publisher supplied metadata and other sources. | ||
590 | _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. | ||
650 | 0 | _aLinden Lab (Firm). | |
650 | 0 | _aSecond Life (Game) -- Social aspects. | |
650 | 0 | _aShared virtual environments -- Case studies. | |
650 | 0 | _aComputer games -- Design -- Social aspects -- Case studies. | |
650 | 0 | _aBusiness anthropology -- California -- San Francisco -- Case studies. | |
650 | 0 | _aCorporate culture -- California -- San Francisco -- Case studies. | |
655 | 4 | _aElectronic books. | |
776 | 0 | 8 |
_iPrint version: _aMalaby, Thomas _tMaking Virtual Worlds _dIthaca : Cornell University Press,c2009 _z9780801447464 |
797 | 2 | _aProQuest (Firm) | |
856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=3137945 _zClick to View |
999 |
_c72273 _d72273 |