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Human–Computer Interaction Series

Online Worlds: Convergence of the Real and the Virtual

Editors: Bainbridge, William Sims (Ed.)

  • A landmark publication about virtual worlds, this book explores the cutting edge of social computing and is based on solid scientific research
  • This book is based on solid methodological approaches including participation observation ethnography, quantitative statistical analysis, laboratory experimentation, design studies and others
  • Virtual worlds are of increasing popular and scientific interest, and the breadth of this book will make it accessible to a wide audience
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Buy this book

eBook $109.00
price for USA (gross)
  • ISBN 978-1-84882-825-4
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Softcover $149.00
price for USA
  • ISBN 978-1-84882-824-7
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
About this book

Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most popular current example is World of Warcraft, a massively multiplayer online game with eleven million subscribers. However, other virtual worlds, notably Second Life, are not games at all but internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups.

This book brings together an international team of highly accomplished authors to examine the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular, and which are establishing them as a major sector of human-centred computing.

Table of contents (23 chapters)

  • Introduction

    Bainbridge, William Sims

    Pages 1-6

  • New World View

    Bainbridge, William Sims

    Pages 7-19

  • Culture and Creativity: World of Warcraft Modding in China and the US

    Kow, Yong Ming (et al.)

    Pages 21-41

  • The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds

    Pearce, Celia (et al.)

    Pages 43-56

  • Science, Technology, and Reality in The Matrix Online and Tabula Rasa

    Bainbridge, William Sims

    Pages 57-70

Buy this book

eBook $109.00
price for USA (gross)
  • ISBN 978-1-84882-825-4
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Softcover $149.00
price for USA
  • ISBN 978-1-84882-824-7
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
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Bibliographic Information

Bibliographic Information
Book Title
Online Worlds: Convergence of the Real and the Virtual
Editors
  • William Sims Bainbridge
Series Title
Human–Computer Interaction Series
Copyright
2010
Publisher
Springer-Verlag London
Copyright Holder
Springer-Verlag London
eBook ISBN
978-1-84882-825-4
DOI
10.1007/978-1-84882-825-4
Softcover ISBN
978-1-84882-824-7
Series ISSN
1571-5035
Edition Number
1
Number of Pages
VIII, 318
Number of Illustrations and Tables
4 b/w illustrations, 4 illustrations in colour
Topics