The Locator -- [(subject = "SOCIAL SCIENCE / Popular Culture")]

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03096aam a2200397 i 4500
001 0AA6A638FDB111E7BCC604F996128E48
003 SILO
005 20180120010217
008 160914s2017    miu          s001 0 eng  
010    $a 2016023984
020    $a 0472053280
020    $a 9780472053285
020    $a 0472073281
020    $a 9780472073283
035    $a (OCoLC)958497925
040    $a DLC $b eng $e rda $c DLC $d BTCTA $d YDX $d UtOrBLW $d SILO
042    $a pcc
050 00 $a GV1469.17.S63 $b B354 2017
082 00 $a 794.8 $2 23
084    $a TEC052000 $a COM057000 $a TEC052000 $2 bisacsh
100 1  $a Bainbridge, William Sims, $e author. $0 http://id.loc.gov/authorities/names/n82148884
245 10 $a Star worlds : $b freedom versus control in online gameworlds / $c William Sims Bainbridge.
264  1 $a Ann Arbor : $b University of Michigan Press, $c 2017.
300    $a viii, 296 pages ; $c 24 cm
500    $a Includes index.
520    $a "Star Worlds explores the future-oriented universe of online virtual worlds connected with popular science fiction--specifically, with Star Wars and Star Trek--that have been inhabited for over a decade by computer gamers. The Star Wars and Star Trek franchises, both of which have shaped the dominant science fiction mythologies of the last half-century, offer profound conceptions of the tension between freedom and control in human economic, political, and social interactions. William Sims Bainbridge investigates the human and technological dynamics of four online virtual worlds based on these two very different traditions: the massively multiplayer online games Star Wars Galaxies; Star Wars: The Old Republic; Star Trek Online; and the Star Trek community in the non-game, user-created virtual environment, Second Life. The four "star worlds" explored in this book illustrate the dilemmas concerning the role of technology as liberator or oppressor in our postindustrial society, and represent computer simulations of future possibilities of human experience. Bainbridge considers the relationship between a real person and the role that person plays, the relationship of an individual to society, and the relationship of human beings to computing technology. In addition to collecting ethnographic and quantitative data about the social behavior of other players, he has immersed himself in each of these worlds, role-playing 14 avatars with different skills and goals to gain new insights into the variety of player experience from a personal perspective"-- $c Provided by publisher.
650  0 $a Internet games $x Social aspects.
650  0 $a Fantasy games $x Social aspects.
650  0 $a Shared virtual environments $x Social aspects.
650  0 $a Human-computer interaction. $0 http://id.loc.gov/authorities/subjects/sh88003229
650  7 $a SOCIAL SCIENCE / Popular Culture. $2 bisacsh
650  7 $a COMPUTERS / Virtual Worlds. $2 bisacsh
650  7 $a TECHNOLOGY & ENGINEERING / Social Aspects. $2 bisacsh
941    $a 1
952    $l OVUX522 $d 20231020014004.0
956    $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=0AA6A638FDB111E7BCC604F996128E48

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