Making Virtual Worlds : : Linden Lab and Second Life / / Thomas Malaby.

The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point an...

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Bibliographic Details
Superior document:Title is part of eBook package: De Gruyter Cornell University Press Backlist 2000-2013
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Place / Publishing House:Ithaca, NY : : Cornell University Press, , [2011]
©2010
Year of Publication:2011
Language:English
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Physical Description:1 online resource (176 p.) :; 5 halftones
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Table of Contents:
  • Frontmatter
  • 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