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020 _a9783031022685
024 7 _a10.1007/978-3-031-02268-5
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
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
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
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
998 _b03/2023
_dz
_eIG
_zSI