000 04920nam a2200505 i 4500
001 6813258
003 IEEE
005 20200413152856.0
006 m eo d
007 cr cn |||m|||a
008 100111s2010 caua foab 000 0 eng d
020 _a9781608451432 (electronic bk.)
020 _z9781608451425 (pbk.)
024 7 _a10.2200/S00232ED1V01Y200912ICR013
_2doi
035 _a(CaBNVSL)gtp00537696
035 _a(OCoLC)495478132
040 _aCaBNVSL
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.15
_b.B235 2010
082 0 4 _a794.8/14678
_222
100 1 _aBainbridge, William Sims.
245 1 0 _aOnline multiplayer games
_h[electronic resource] /
_cWilliam Sims Bainbridge.
260 _aSan Rafael, Calif. (1537 Fourth Street, San Rafael, CA 94901 USA) :
_bMorgan & Claypool Publishers,
_cc2010.
300 _a1 electronic text (viii, 105 p. : ill.) :
_bdigital file.
490 1 _aSynthesis lectures on information concepts, retrieval, and services,
_x1947-9468 ;
_v# 13
538 _aMode of access: World Wide Web.
538 _aSystem requirements: Adobe Acrobat reader.
500 _aPart of: Synthesis digital library of engineering and computer science.
500 _aSeries from website.
504 _aIncludes bibliographical references (p. 91-104).
505 0 _a1. Introduction: 1.1. Types of online multiplayer games; 1.2. Preserving game history; 1.3. Intellectual approaches to games; 1.4. Research topic areas -- 2. Historical-cultural origins: 2.1. A Tale in the Desert; 2.2. Dark Age of Camelot; 2.3. Age of Conan; 2.4. Lord of the Rings online; 2.5. StarWars Galaxies -- 3. Technical constraints: 3.1. Latency; 3.2. Sharding; 3.3. Graphics -- 4. Rolecoding and social control: 4.1. Systems of rules; 4.2. Deviant behavior; 4.3. Game masters and mentors; 4.4. Legal regime -- 5. Personality and motivation: 5.1. Psychological theories and typologies; 5.2. Game-based theories; 5.3. Theoretical debates; 5.4. Non-player character personality -- 6. Avatars and characters: 6.1. Building a bond with an avatar; 6.2. The quality of avatar relationships; 6.3. Secondary avatars; 6.4. Facing the end -- 7. Virtual professions and economies: 7.1. Work in StarWars Galaxies; 7.2. Production in World of Warcraft; 7.3. Division of labor in professions -- 8. Social relations inside games: 8.1. Emergent social organization; 8.2. Examples of guilds; 8.3. Quantitative research on guilds -- 9. Implications for external society: 9.1. The online game penumbra; 9.2. What people learn in online games; 9.3. Research opportunities -- Bibliography -- Author's biography.
506 1 _aAbstract freely available; full-text restricted to subscribers or individual document purchasers.
510 0 _aCompendex
510 0 _aINSPEC
510 0 _aGoogle scholar
510 0 _aGoogle book search
520 3 _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.
530 _aAlso available in print.
588 _aTitle from PDF t.p. (viewed on January 11, 2010).
650 0 _aInternet games.
650 0 _aInternet games
_xSocial aspects.
650 0 _aInternet games
_xEconomic aspects.
730 0 _aSynthesis digital library of engineering and computer science.
830 0 _aSynthesis lectures on information concepts, retrieval, and services,
_x1947-9468 ;
_v# 13.
856 4 2 _3Abstract with links to resource
_uhttp://ieeexplore.ieee.org/servlet/opac?bknumber=6813258
999 _c561728
_d561728