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Making Virtual Worlds

Making Virtual Worlds
Author: Thomas Malaby
Publisher: Cornell University Press
Total Pages: 176
Release: 2011-01-15
Genre: Social Science
ISBN: 0801457750

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The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He 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. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.


Second Life

Second Life
Author: Brian A. White
Publisher: Que Publishing
Total Pages: 980
Release: 2007-08-21
Genre: Computers
ISBN: 0132714493

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Live your Second Life to the fullest! Create Your Virtual Life in an Incredible Online World...Right Now! Imagine a virtual landscape where everything is created and owned entirely by residents like you. Imagine a place where you can enjoy sunsets, ride a jet ski, buy land, plant a garden, get a tattoo, go sky diving, spend an evening dancing the night away, or relax at home by the fire. Picture a world vividly developed, socially dynamic, and strikingly real where you can bring previously unimaginable things to life with friends from around the globe. This is Second Life®, the hottest Internet phenomenon in years…maybe ever! Now, there’s a totally real, totally independent guide to Second Life. This full-color book is as rich as Second Life itself! It’s packed with insider tips, easy step-by-step techniques, and interviews with dozens of SL residents telling you what they wished they knew when they started! Brian White pulls no punches: You’ll learn exactly what’s great and not so great about SL...how to thrive in its unique culture, and how to create your dreams! The more time you spend in Second Life, the more useful this book will become...teaching you more advanced skills; everything from vehicle construction, Linden Scripting Language, particle systems, to creating custom animations and the new sculpted prims! Visit the companion site in Second Life to find all the textures and objects from this book as well as the contributor’s gallery and other goodies: http://slurl.com/secondlife/humuli/222/123/29


The Making of Second Life

The Making of Second Life
Author: Wagner James Au
Publisher: Harper Collins
Total Pages: 306
Release: 2009-10-13
Genre: Business & Economics
ISBN: 0061747246

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The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own—very real—economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content. What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases—currently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life. Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where many believe that user-created worlds like Second Life will become the Net's next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au's story is narrated from both within the corporate offices of Linden Lab, Second Life's creator, and from within Second Life itself, revealing all the fascinating, outrageous, brilliant, and aggravating personalities who make Second Life a very real place­—and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally), the transformations they underwent, the empires of land and commerce they developed, and above all, the collaborative creativity that makes their society an imperfect utopia, better in some ways than the one beyond their computer screens.


Coming of Age in Second Life

Coming of Age in Second Life
Author: Tom Boellstorff
Publisher: Princeton University Press
Total Pages: 348
Release: 2015-08-25
Genre: Social Science
ISBN: 0691168342

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Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.


The Making of Second Life

The Making of Second Life
Author: Wagner James Au
Publisher: Harper Collins
Total Pages: 306
Release: 2009-10-13
Genre: Business & Economics
ISBN: 0061747246

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The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own—very real—economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content. What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases—currently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life. Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where many believe that user-created worlds like Second Life will become the Net's next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au's story is narrated from both within the corporate offices of Linden Lab, Second Life's creator, and from within Second Life itself, revealing all the fascinating, outrageous, brilliant, and aggravating personalities who make Second Life a very real place­—and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally), the transformations they underwent, the empires of land and commerce they developed, and above all, the collaborative creativity that makes their society an imperfect utopia, better in some ways than the one beyond their computer screens.


Creating Your World

Creating Your World
Author: Aimee Weber
Publisher: John Wiley & Sons
Total Pages: 417
Release: 2007-10-22
Genre: Computers
ISBN: 0470171146

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Enrich your virtual existence by mastering the techniques and tactics the experts use to create jaw-dropping SL content—everything from buildings and vehicles to clothing, landscapes, and animations. This official, exclusive guide from a team of Second Life content-creation experts was written with the full support of Linden Lab and features in-depth instructions for creating beautiful content and putting it to work in-world. It’s both a practical, step-by-step guide and a creative session with some of the most artistic and talented minds in the Second Life community. CD included.


The Second Life of Abigail Walker

The Second Life of Abigail Walker
Author: Frances O'Roark Dowell
Publisher: Simon and Schuster
Total Pages: 256
Release: 2012-08-28
Genre: Juvenile Fiction
ISBN: 1442405953

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Is it possible to start afresh when you’re thoroughly weighted down? A “timeless and entirely of-the-moment” (Publishers Weekly) novel from the author of The Secret Language of Girls. Seventeen pounds. That’s the difference between Abigail Walker and Kristen Gorzca. Between chubby and slim, between teased and taunting. Abby is fine with her body and sick of seventeen pounds making her miserable, so she speaks out against Kristen and her groupies—and becomes officially unpopular. Embracing her new status, Abby heads to an abandoned lot across the street and crosses an unfamiliar stream that leads her to a boy who’s as different as they come. Anders is homeschooled, and while he’s worried that Abby’s former friends are out to get her, he’s even more worried about his dad, a war veteran home from Iraq who is dangerously disillusioned with life. But if his dad can finish his poem about the expedition of Lewis and Clark, if he can recapture the belief that there can be innocence in the world, maybe he will be okay. As Abby dives into the unexpected role as research assistant, she just as unexpectedly discovers that by helping someone else find hope in the world, there is plenty there for herself, as well.


Scripting Your World

Scripting Your World
Author: Dana Moore
Publisher: John Wiley & Sons
Total Pages: 560
Release: 2009-04-22
Genre: Computers
ISBN: 0470422513

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Find complete information about Second Life scripting and gain access to more than 50 previously unpublished ready-to-use scripts in Scripting Your World: The Official Guide to Second Life Scripting. Learn how to script Second Life behaviors, grouped into categories like avatar movement, communications, prim and object control, automation, land control, combat, special effects, environment control and physics, and interacting with the world outside of Second Life. After you read this engaging book, you will possess a solid understanding Linden Scripting Language conventions.


Second Life

Second Life
Author: S. J. Watson
Publisher: HarperCollins
Total Pages: 416
Release: 2015-06-09
Genre: Fiction
ISBN: 0062060600

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From the New York Times bestselling author of Before I Go to Sleep, a sensational new psychological thriller about a woman with a secret identity that threatens to destroy her. How well can you really know another person? How far would you go to find the truth about someone you love? When Julia learns that her sister has been violently murdered, she must uncover why. But Julia's quest quickly evolves into an alluring exploration of own darkest sensual desires. Becoming involved with a dangerous stranger online, she's losing herself . . . losing control . . . perhaps losing everything. Her search for answers will jeopardize her marriage, her family, and her life. A tense and unrelenting novel that explores the secret lives people lead—and the dark places in which they can find themselves—Second Life is a masterwork of suspense from the acclaimed S. J. Watson.


Second Life

Second Life
Author: Stephani Cook
Publisher: Ballantine Books
Total Pages: 388
Release: 1982-09
Genre: Cancer
ISBN: 9780345306753

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