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Making Virtual Worlds: Linden Lab and Second Life (Signed Hardcover)

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Item specifics

Condition
Good: A book that has been read but is in good condition. Very minimal damage to the cover including ...
Signed By
Thomas M. Malaby
Signed
Yes
Ex Libris
Yes
Narrative Type
Game Design
Original Language
English
Intended Audience
N/A
Inscribed
Yes
Edition
First Edition
Vintage
No
Type
Book
Literary Movement
Realism, Post-Modernism
Era
2000s
Features
Dust Jacket
Country/Region of Manufacture
United States
ISBN
9780801447464
Book Title
Making Virtual Worlds : Linden Lab and Second Life
Item Length
8.5in
Publisher
Cornell University Press
Publication Year
2009
Format
Hardcover
Language
English
Item Height
0.6in
Author
Thomas Malaby
Genre
Computers, Games & Activities, Business & Economics, Social Science
Topic
Organizational Behavior, Anthropology / Cultural & Social, Video & Electronic, Virtual Worlds
Item Width
8.8in
Item Weight
16 Oz
Number of Pages
176 Pages

About this product

Product Information

Malaby 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.

Product Identifiers

Publisher
Cornell University Press
ISBN-10
0801447461
ISBN-13
9780801447464
eBay Product ID (ePID)
71691173

Product Key Features

Book Title
Making Virtual Worlds : Linden Lab and Second Life
Author
Thomas Malaby
Format
Hardcover
Language
English
Topic
Organizational Behavior, Anthropology / Cultural & Social, Video & Electronic, Virtual Worlds
Publication Year
2009
Genre
Computers, Games & Activities, Business & Economics, Social Science
Number of Pages
176 Pages

Dimensions

Item Length
8.5in
Item Height
0.6in
Item Width
8.8in
Item Weight
16 Oz

Additional Product Features

Lc Classification Number
Gv1469.25.S425m35
Grade from
College Graduate Student
Reviews
"Making Virtual Worlds is a clear, thoughtful and often spectacularly illuminating study. It examines the social and cultural when shaped by the virtual; cocreation that combines responsive producers and unpredictable consumers; and enterprise that must follow emergent practice. It will appeal to people interested in branding, marketing, innovation, urban planning, software design, organization behavior, new media, and virtual worlds."--Grant McCracken, Research Associate, Convergence Culture Consortium at MIT, author of Transformations, "Malaby presents an ethnography of Linden Labs, the creators of the Second Life virtual world. Which is to say, he focuses not on how users of Second Life feel about their experience, but rather on how the Linden Lab people strategize and implemented the wider structure of that virtual world. Malaby looks at the clash at Linden Labs of the liberal ideology espousing a flat organization of creative peers with the reality of a hierarchy in which people are ranked according to their perceived level of creativity."-Choice, December 2009, "The recursive changes in building Second Life by Linden Lab founder Phillip Rosedale and colleagues illustrate some of the lessons of new business organizational ideas and the expansion of the creative logics of gaming into new areas of everyday life. In deceptively simple prose Thomas Malaby explores the ways patterned contingency elicits desires not just to 'play it again,' but to be creative both with strategies of play and strategies of constructing ground rules. Above all, Malaby explores unexpected social games that develop in and around games designed for libertarian, meritocratic, efficiency-calculating, or individual-centered players."--Michael M. J. Fischer, Andrew W. Mellon Professor in the Humanities and Professor of Anthropology and Science and Technology Studies, MIT, author of Emergent Forms of Life and the Anthropological Voice and Anthropological Futures, "The recursive changes in building Second Life by Linden Lab founder Phillip Rosedale and colleagues illustrate some of the lessons of new business organizational ideas and the expansion of the creative logics of gaming into new areas of everyday life. In deceptively simple prose Thomas Malaby explores the ways patterned contingency elicits desires not just to 'play it again,' but to be creative both with strategies of play and strategies of constructing ground rules. Above all, Malaby explores unexpected social games that develop in and around games designed for libertarian, meritocratic, efficiency-calculating, or individual-centered players."-Michael M. J. Fischer, Andrew W. Mellon Professor in the Humanities and Professor of Anthropology and Science and Technology Studies, MIT, author of Emergent Forms of Life and the Anthropological Voice and Anthropological Futures, "Fascinating as an ethnographic study of Linden Lab, Making Virtual Worlds has important implications for the effects of high technology generally. Most significant, perhaps, is the recursive loop that Thomas Malaby traces between tool-making, libertarian politics, and the transformative effects of digital technologies not only on users of Second Life but also on the company and people (the 'Lindens') that create and maintain it. This book is essential reading for many diverse conversations, among them new media theory, science studies, technology studies, and cultural studies."-Katherine Hayles, UCLA, author of My Mother Was a Computer and Writing Machines, "Malaby presents an ethnography of Linden Labs, the creators of the Second Life virtual world. Which is to say, he focuses not on how users of Second Life feel about their experience, but rather on how the Linden Lab people strategize and implemented the wider structure of that virtual world. Malaby looks at the clash at Linden Labs of the liberal ideology espousing a flat organization of creative peers with the reality of a hierarchy in which people are ranked according to their perceived level of creativity."--Choice, December 2009, Malaby presents an ethnography of Linden Labs, the creators of the Second Life virtual world. Which is to say, he focuses not on how users of Second Life feel about their experience, but rather on how the Linden Lab people strategize and implemented the wider structure of that virtual world. Malaby looks at the clash at Linden Labs of the liberal ideology espousing a flat organization of creative peers with the reality of a hierarchy in which people are ranked according to their perceived level of creativity., "Fascinating as an ethnographic study of Linden Lab, Making Virtual Worlds has important implications for the effects of high technology generally. Most significant, perhaps, is the recursive loop that Thomas Malaby traces between tool-making, libertarian politics, and the transformative effects of digital technologies not only on users of Second Life but also on the company and people (the 'Lindens') that create and maintain it. This book is essential reading for many diverse conversations, among them new media theory, science studies, technology studies, and cultural studies."--Katherine Hayles, UCLA, author of My Mother Was a Computer and Writing Machines, "Making Virtual Worlds is a clear, thoughtful and often spectacularly illuminating study. It examines the social and cultural when shaped by the virtual; cocreation that combines responsive producers and unpredictable consumers; and enterprise that must follow emergent practice. It will appeal to people interested in branding, marketing, innovation, urban planning, software design, organization behavior, new media, and virtual worlds."-Grant McCracken, Research Associate, Convergence Culture Consortium at MIT, author of Transformations
Copyright Date
2010
Lccn
2008-052550
Dewey Decimal
794.8
Intended Audience
Trade
Dewey Edition
22
Illustrated
Yes

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