Information dynamics in virtual worlds : gaming and beyond


Woody Evans
Bok Engelsk 2011 · Electronic books.
Annen tittel
Utgitt
Oxford : Chandos , 2011
Omfang
XVI, 199 s.
Opplysninger
Description based upon print version of record.. - Cover; Information Dynamics in Virtual Worlds: Gaming and beyond; Copyright; Dedication; Contents; Acknowledgements; About the Author; Introduction; Part I Virtual Ontologies; 1 Mapping virtual worlds; Theory v. reality; Our theoretical moorings; Hyperreality; Globalization; Gender and queering; Actor-Network Theory; Intertextuality; Transhumanism; Spaces and how to move in them; Running in virtual spacetime; Money moves worlds; Some definitions; 2 Types of virtual worlds; Games; Gametypes; Perspective, aesthetics, clickiness; Non-games; 3 NOObz inworld; Gendered initiation; Stories and tasks. - Deep and darkOfficial signage; Academically speaking; No action; Public, as in tammanial hall; I'm a mac. And I'm a pc; Real life again; 7 After virtual worlds; Thumbing into new turf; 8 Conclusions; Appendix I: SL librarianship; Appendix II: TOS; Second life's terms of service; Runescape's terms and conditions; EVE online's terms of service; Bibliography; Index. - Floating World, active world:islands in the netBack to initiation; Help from the man; Symbols of passage; 4 Inworld info desks: information initiation; Official Stuff; The unofficial stuff; Wikis and forums; Fan pages, Blog posts, Newsgroups; Further discussion; 5 Info service inworld: how to practice info services in virtual worlds; Let's talk about librarians first; Inworld library attributes; Real skills for real patrons?; Who is the community? Who are the patrons?; Where to lurk; Viral you; Linden, turing, and kempelen's turk; Part II Time Inworld; 6 Hungry ghosts in second life. - Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute in their own environments, meeting the
Emner
Sjanger
Dewey
ISBN
9781843346418

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