Coming Of Age In Second Life
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Author | : Tom Boellstorff |
Publisher | : Princeton University Press |
Total Pages | : 348 |
Release | : 2015-08-25 |
Genre | : Social Science |
ISBN | : 0691168342 |
Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.
Author | : Faye Bird |
Publisher | : Macmillan |
Total Pages | : 271 |
Release | : 2016-01-19 |
Genre | : Juvenile Fiction |
ISBN | : 0374348863 |
"Originally published in the United Kingdom by Usborne Publishing"--Title page verso.
Author | : Amanda Skenandore |
Publisher | : Kensington Books |
Total Pages | : 474 |
Release | : 2021-07-27 |
Genre | : Fiction |
ISBN | : 1496726529 |
The glamorous world of a silent film star’s wife abruptly crumbles when she’s forcibly quarantined at the Carville Lepers Home in this page-turning story of courage, resilience, and reinvention set in 1920s Louisiana and Los Angeles. Based on little-known history, this timely book will strike a chord with readers of Fiona Davis, Tracey Lange, and Marie Benedict. Based on the true story of America’s only leper colony, The Second Life of Mirielle West brings vividly to life the Louisiana institution known as Carville, where thousands of people were stripped of their civil rights, branded as lepers, and forcibly quarantined throughout the entire 20th century. For Mirielle West, a 1920’s socialite married to a silent film star, the isolation and powerlessness of the Louisiana Leper Home is an unimaginable fall from her intoxicatingly chic life of bootlegged champagne and the star-studded parties of Hollywood’s Golden Age. When a doctor notices a pale patch of skin on her hand, she’s immediately branded a leper and carted hundreds of miles from home to Carville, taking a new name to spare her family and famous husband the shame that accompanies the disease. At first she hopes her exile will be brief, but those sent to Carville are more prisoners than patients and their disease has no cure. Instead she must find community and purpose within its walls, struggling to redefine her self-worth while fighting an unchosen fate. As a registered nurse, Amanda Skenandore’s medical background adds layers of detail and authenticity to the experiences of patients and medical professionals at Carville – the isolation, stigma, experimental treatments, and disparate community. A tale of repulsion, resilience, and the Roaring ‘20s, The Second Life of Mirielle West is also the story of a health crisis in America’s past, made all the more poignant by the author’s experiences during another, all-too-recent crisis. PRAISE FOR AMANDA SKENANDORE’S BETWEEN EARTH AND SKY “Intensely emotional…Skenandore’s deeply introspective and moving novel will appeal to readers of American history.” —Publishers Weekly
Author | : Tom Boellstorff |
Publisher | : Princeton University Press |
Total Pages | : 264 |
Release | : 2024-08-06 |
Genre | : Social Science |
ISBN | : 0691264864 |
A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography
Author | : Thomas Malaby |
Publisher | : Cornell University Press |
Total Pages | : 179 |
Release | : 2011-01-15 |
Genre | : Social Science |
ISBN | : 0801457750 |
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 and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He 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. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
Author | : Faith Gardner |
Publisher | : Penguin |
Total Pages | : 295 |
Release | : 2018-08-28 |
Genre | : Young Adult Fiction |
ISBN | : 0451478320 |
THREE STARRED REVIEWS "Remarkable."--VOYA "Genre-defying."--Booklist "Deeply compelling."--BCCB "A beautiful, moving, and thoughtful story about how far we're willing to go for family." -Kathleen Glasgow, New York Times bestselling author of Girl in Pieces Vera Rivers' life is split in two: before her twin sister Ava disappeared twelve years ago and after. Before was hot Junes and ice cream trucks, dancing in sprinklers, loud Christmas mornings and pancakes on Saturdays. The after is everything else: police officers, investigators, tips, theories, leads, but never any answers. The case made headlines, shocked Vera's Northern California community, and turned her family into tragic celebrities. Now, at eighteen, Vera is counting down the days until she starts her new life at college in Portland, Oregon, far away from the dark cloud she and her family have lived under for twelve years. But all that changes when a girl shows up at the local hospital. Her name is Ava Rivers and she wants to go home. Ava's return begins to mend the fractures in the Rivers family. Vera and Ava's estranged older brother returns. Vera reconnects with Max, the sweet, artistic boy from her childhood. Their parents smile again. But the questions remain: Where was Ava all these years? And who is she now? Powerful and gripping, The Second Life of Ava Rivers is equal parts thriller, mystery, and haunting meditation on grief, family, and forgiveness.
Author | : Wagner James Au |
Publisher | : Harper Collins |
Total Pages | : 306 |
Release | : 2009-10-13 |
Genre | : Business & Economics |
ISBN | : 0061747246 |
The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own—very real—economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content. What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases—currently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life. Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where many believe that user-created worlds like Second Life will become the Net's next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au's story is narrated from both within the corporate offices of Linden Lab, Second Life's creator, and from within Second Life itself, revealing all the fascinating, outrageous, brilliant, and aggravating personalities who make Second Life a very real place—and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally), the transformations they underwent, the empires of land and commerce they developed, and above all, the collaborative creativity that makes their society an imperfect utopia, better in some ways than the one beyond their computer screens.
Author | : Bonnie Nardi |
Publisher | : University of Michigan Press |
Total Pages | : 250 |
Release | : 2010-06-02 |
Genre | : Social Science |
ISBN | : 0472026712 |
"Ever since the creators of the animated television show South Park turned their lovingly sardonic gaze on the massively multiplayer online game World of Warcraft for an entire episode, WoW's status as an icon of digital culture has been secure. My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience." —Julian Dibbell, Wired "World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf." —William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds “Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures. Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars. . . . the best ethnography of a single virtual world produced so far.” —Lisa Nakamura, University of Illinois World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer. Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design. Cover art by Jessica Damsky
Author | : Barbara Sher |
Publisher | : Dell |
Total Pages | : 355 |
Release | : 2013-10-23 |
Genre | : Self-Help |
ISBN | : 0307764044 |
It’s never too late—to reclaim your creativity, recapture long-lost dreams, and embark on an exciting new life! New York Times bestselling author Barbara Sher has transformed the lives of millions with her phenomenally successful books, workshops, and television appearances. Now, in a provocative new book, she offers a bold new strategy for creating a “second life”—no matter what your age! Combining step-by-step exercise with motivational techniques, she reminds you of the dreams you abandoned along the path to adulthood, providing all the tools you need to weave those aspirations into a richly textured, rewarding new life. According to Sher, it’s never too late to start over. In fact, life’s “second half” is the perfect time to do so, when dreams for the future and experiences of the past finally come together. So don’t wait. Discover: • How to make life’s built-in “time limit” work for you • How to identify—and overcome—the illusions that stand between you and your dreams • Which of your “regrets” can point the way to a more rewarding life • How to rediscover the inspired, enthusiastic adventurer you wanted to be before you became the responsible adult you had to be • Dozens of ways to recapture your freedom, reclaim a sense of wonder, and embark on an amazing new beginning
Author | : Raphaelle Giordano |
Publisher | : Penguin |
Total Pages | : 240 |
Release | : 2018-07-24 |
Genre | : Fiction |
ISBN | : 0525535616 |
THE #1 FRENCH BESTSELLER MORE THAN 3 MILLION COPIES SOLD WORLDWIDE The feel-good #1 bestselling French novel about a woman whose mission to cure her "routine-itis" leads her to lasting joy and true fulfillment, for fans of The Alchemist and Hector and the Search for Happiness. At thirty-eight and a quarter years old, Paris native Camille has everything she needs to be happy, or so it seems: a good job, a loving husband, a wonderful son. Why then does she feel as if happiness has slipped through her fingers? All she wants is to find the path to joy. When Claude, a French Sean Connery look-alike and routinologist, offers his unique advice to help get her there, she seizes the opportunity with both hands. Camille's journey is full of surprising escapades, creative capers, and deep meaning, as she sets out to transform her life and realize her dreams one step at a time...