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The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.
Internet games --- Fantasy games --- Role playing --- Shared virtual environments --- Communities. --- Community life. --- Social aspects. --- Community --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Role enactment --- Role-taking ability --- Roleplaying --- Fantasy role playing games --- Role-playing games --- Associations, institutions, etc. --- Human ecology --- Social groups --- Virtual reality --- Social role --- Acting games --- Games --- Electronic games --- GAME STUDIES/Online Games --- DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking --- SOCIAL SCIENCES/Media Studies --- Computer games --- Television games --- Videogames --- Video games
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"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. This title provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame. It draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft. It provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues. It 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. It addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography.
Science --- Ethnology. Cultural anthropology --- Ethnology --- Virtual reality --- Methodology --- Research --- Computer network resources --- Interactive media --- Ethnologie --- Méthodologie --- Recherche --- Ressources Internet --- Virtual reality. --- #SBIB:39A2 --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Cultural anthropology --- Ethnography --- Races of man --- Social anthropology --- Anthropology --- Human beings --- Methodology. --- Research. --- Computer network resources. --- Interactive media. --- Antropologie: methoden en technieken --- Méthodologie. --- Recherche. --- Ressources Internet. --- Ethnology - Methodology --- Ethnology - Research --- Ethnology - Computer network resources --- Ethnology - Interactive media
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- Methods of culture / Tom Boellstorff ##- Play, community, and history / Bonnie A. Nardi ##- Play, community, and emergent cultures ##- Communities of play and the global playground ##- Virtual worlds, play ecosystems, and the ludisphere ##- Emergence in cultures, games, and virtual worlds ##- Reading, writing, and playing cultures ##- An imaginary homeland ##- Identity as place ##- The inner lives of avatars ##- Communities and cultures of play ##- Patterns of emergence ##- Productive play : cultural production, meaning-making, and agency ##- Porous magic circles and the ludisphere ##- Emergence as design material ##- Methodology : playing ethnography ##- Being Artemesia : my life as an avatar ##- Coda: Uru resurrection : applied cyberethnography as action research ##- Crafting cultures : emergence as design material ##- Global playgrounds and the "play turn" in culture.
Communities. --- Community life. --- Fantasy games --- Internet games --- Role playing --- Shared virtual environments --- Social aspects. --- Communities --- Community life --- Social aspects --- Jeux sur Internet --- Jeux de rôle (Jeux de société) --- Jeu de rôle --- Environnements virtuels partagés --- Communauté --- Aspect social --- Internet games - Social aspects --- Fantasy games - Social aspects --- Role playing - Social aspects --- Shared virtual environments - Social aspects --- Video games
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