Online multiplayer games [electronic resource] / William Sims Bainbridge.
Saved in:
Online Access: |
Full Text (via Morgan & Claypool) |
---|---|
Main Author: | |
Other title: | Synthesis digital library of engineering and computer science. |
Format: | Electronic eBook |
Language: | English |
Published: |
San Rafael, Calif. (1537 Fourth Street, San Rafael, CA 94901 USA) :
Morgan & Claypool Publishers,
©2010.
|
Series: | Synthesis lectures on information concepts, retrieval, and services (Online) ;
# 13. |
Subjects: |
Table of Contents:
- 1. Introduction: 1.1. Types of online multiplayer games; 1.2. Preserving game history; 1.3. Intellectual approaches to games; 1.4. Research topic areas
- 2. Historical-cultural origins: 2.1. A Tale in the Desert; 2.2. Dark Age of Camelot; 2.3. Age of Conan; 2.4. Lord of the Rings online; 2.5. StarWars Galaxies
- 3. Technical constraints: 3.1. Latency; 3.2. Sharding; 3.3. Graphics
- 4. Rolecoding and social control: 4.1. Systems of rules; 4.2. Deviant behavior; 4.3. Game masters and mentors; 4.4. Legal regime
- 5. Personality and motivation: 5.1. Psychological theories and typologies; 5.2. Game-based theories; 5.3. Theoretical debates; 5.4. Non-player character personality
- 6. Avatars and characters: 6.1. Building a bond with an avatar; 6.2. The quality of avatar relationships; 6.3. Secondary avatars; 6.4. Facing the end
- 7. Virtual professions and economies: 7.1. Work in StarWars Galaxies; 7.2. Production in World of Warcraft; 7.3. Division of labor in professions
- 8. Social relations inside games: 8.1. Emergent social organization; 8.2. Examples of guilds; 8.3. Quantitative research on guilds
- 9. Implications for external society: 9.1. The online game penumbra; 9.2. What people learn in online games; 9.3. Research opportunities
- Bibliography
- Author's biography.