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_c387443 _d387443 |
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| 001 | 387443 | ||
| 003 | ES-MaUEC | ||
| 005 | 20230330115924.0 | ||
| 006 | a||||fo|||| 00| 0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 230330s2010 sz | s |||| 0|eng d | ||
| 020 | _a9783031022685 | ||
| 024 | 7 |
_a10.1007/978-3-031-02268-5 _2doi |
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| 040 |
_aES-MaUEC _bspa _cES-MaUEC _dES-MaUEC |
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| 050 | 4 |
_aGV1469.15 _b2010 EB |
|
| 100 | 1 |
_aBainbridge, William Sims _eautor _4aut _4http://id.loc.gov/vocabulary/relators/aut _925440 |
|
| 245 | 1 | 0 |
_aOnline Multiplayer Games _cby William Sims Bainbridge |
| 250 | _a1st edition 2010 | ||
| 264 | 1 |
_aCham _bSpringer International Publishing _c2010 |
|
| 300 | _a1 recurso en línea (VIII, 105 páginas) | ||
| 336 |
_atexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
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| 347 |
_aarchivo de texto _bPDF |
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| 490 | 0 |
_aSynthesis Lectures on Information Concepts Retrieval and Services _x1947-9468 |
|
| 505 | 0 | _aIntroduction -- Historical-Cultural Origins -- Technical Constraints -- Rolecoding and Social Control -- Personality and Motivation -- Avatars and Characters -- Virtual Professions and Economies -- Social Relations Inside Games -- Implications for External Society. | |
| 520 | _aThis lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society. | ||
| 988 | _aSynthesis Collection of Technology_2010 | ||
| 650 | 7 |
_2embne _9141365 _aVideojuegos |
|
| 650 | 7 |
_2embne _9687920 _aEntornos virtuales compartidos |
|
| 776 | 0 | 8 |
_iPrinted edition: _z9783031011405 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783031033964 |
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-02268-5 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
| 942 |
_2lcc _cLE |
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| 998 |
_b03/2023 _dz _eIG _zSI |
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