Author: T. L. Taylor
Edition: annotated edition
Binding: Kindle Edition
ISBN: B001D7HIY0
Category: Game Programming
Edition: annotated edition
Binding: Kindle Edition
ISBN: B001D7HIY0
Category: Game Programming
Play Between Worlds: Exploring Online Game Culture
In Play Between Worlds, T. Download Play Between Worlds game programming books for free. L. Taylor examines multiplayer gaming life as it is lived
on the borders, in the gaps--as players slip in and out of complex social networks that cross online
and offline space. Taylor questions the common assumption that playing computer games is an
isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online
games (MMOGs), in which thousands of players participate in a virtual game world in real time, are
in fact actively designed for sociability. Games like the popular Everquest, she argues, are
fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer
culture. Drawing on her own experience as an Ev

Play Between Worlds Free
L. Taylor examines multiplayer gaming life as it is lived
on the borders, in the gaps--as players slip in and out of complex social networks that cross online
and offline space. Taylor questions the common assumption that playing computer games is an
isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online
games (MMOGs), in which thousands of players participate in a virtual game world in real time, are
in fact actively designed for sociability Drawing on her own experience as an Ev
Other Popular Game Programming Books
Synthetic Worlds: The Business and Culture of Online Games
From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend t

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Play communities existed long before massively multiplayer online games; they have
ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War
reenactments. With the emergence of digital networks, however, new

Ethnography and Virtual Worlds
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

The Warcraft Civilization: Social Science in a Virtual World
World of Warcraft is more than a game. There is no ultimate goal,
no winning hand, no princess to be rescued. WoW is an immersive virtual world in
which characters must cope in a dangerous environment, assume identities, stru

Homo Ludens: A Study of the Play-Element in Culture
In Homo Ludens, the classic evaluation of play that has become a "must-read" for those in game design, Dutch philosopher Johan Huizinga defines play as the central activity in flourishing societies. Like civilization, play requires stru

No comments:
Post a Comment