Coming of Age in Second Life

An Anthropologist Explores the Virtually Human

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Author: Tom Boellstorff

Publisher: Princeton University Press

ISBN: 1400874106

Category: Social Science

Page: 344

View: 7619

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.

Coming of Age in Second Life

An Anthropologist Explores the Virtually Human

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Author: Tom Boellstorff

Publisher: Princeton University Press

ISBN: 1400829720

Category: Social Science

Page: 328

View: 2844

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. Coming of Age in Second Life is 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.

Coming of Age in Second Life

An Anthropologist Explores the Virtually Human

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Author: Tom Boellstorff

Publisher: Princeton University Press

ISBN: 9780691135281

Category: Social Science

Page: 316

View: 5246

"Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He applied the 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."--BOOK JACKET.

Ethnography and Virtual Worlds

A Handbook of Method

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Author: Tom Boellstorff

Publisher: Princeton University Press

ISBN: 0691149518

Category: Social Science

Page: 237

View: 2890

Ethnography and Virtual Worlds is the only book of its kind--a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography

Tales from Facebook

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Author: Daniel Miller

Publisher: John Wiley & Sons

ISBN: 0745637876

Category: Social Science

Page: 240

View: 1191

Facebook is now used by nearly 500 million people throughout the world, many of whom spend several hours a day on this site. Once the preserve of youth, the largest increase in usage today is amongst the older sections of the population. Yet until now there has been no major study of the impact of these social networking sites upon the lives of their users. This book demonstrates that it can be profound. The tales in this book reveal how Facebook can become the means by which people find and cultivate relationships, but can also be instrumental in breaking up marriage. They reveal how Facebook can bring back the lives of people isolated in their homes by illness or age, by shyness or failure, but equally Facebook can devastate privacy and create scandal. We discover why some people believe that the truth of another person lies more in what you see online than face-to-face. We also see how Facebook has become a vehicle for business, the church, sex and memorialisation. After a century in which we have assumed social networking and community to be in decline, Facebook has suddenly hugely expanded our social relationships, challenging the central assumptions of social science. It demonstrates one of the main tenets of anthropology - that individuals have always been social networking sites. This book examines in detail how Facebook transforms the lives of particular individuals, but it also presents a general theory of Facebook as culture and considers the likely consequences of social networking in the future.

Second Life

A Guide to Your Virtual World

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Author: Brian A. White

Publisher: Que Publishing

ISBN: 0132714493

Category: Computers

Page: 416

View: 4708

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

My Life as a Night Elf Priest

An Anthropological Account of World of Warcraft

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Author: Bonnie Nardi

Publisher: University of Michigan Press

ISBN: 0472026712

Category: Social Science

Page: 244

View: 7302

"Ever since the creators of the animated television show South Park turned their lovingly sardonic gaze on the massively multiplayer online game World of Warcraft for an entire episode, WoW's status as an icon of digital culture has been secure. My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience." —Julian Dibbell, Wired "World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf." —William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds “Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures. Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars. . . . the best ethnography of a single virtual world produced so far.” —Lisa Nakamura, University of Illinois World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer. Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design. Cover art by Jessica Damsky

Human No More

Digital Subjectivities, Unhuman Subjects, and the End of Anthropology

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Author: Neil L. Whitehead,Michael Wesch

Publisher: University Press of Colorado

ISBN: 160732170X

Category: Social Science

Page: 264

View: 6229

Turning an anthropological eye toward cyberspace, Human No More explores how conditions of the online world shape identity, place, culture, and death within virtual communities. Online worlds have recently thrown into question the traditional anthropological conception of place-based ethnography. They break definitions, blur distinctions, and force us to rethink the notion of the "subject." Human No More asks how digital cultures can be integrated and how the ethnography of both the "unhuman" and the "digital" could lead to possible reconfiguring the notion of the "human." This provocative and groundbreaking work challenges fundamental assumptions about the entire field of anthropology. Cross-disciplinary research from well-respected contributors makes this volume vital to the understanding of contemporary human interaction. It will be of interest not only to anthropologists but also to students and scholars of media, communication, popular culture, identity, and technology.

Gender and Sexuality in Online Game Cultures

Passionate Play

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Author: Jenny Sundén,Malin Sveningsson

Publisher: Routledge

ISBN: 1136499784

Category: Social Science

Page: 246

View: 8217

How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology. The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and makes explicit that which is of the norm by exploring the experiences of female gamers in a male-dominated gaming context. Sundén investigates "queer" game culture through the queer potentials of mainstream World of Warcraft culture, as well as through the case of a guild explicitly defined as LGBT. Academic research on game culture is flourishing, yet feminist accounts of gender and sexuality in games are still in the making. Drawing on feminist notions of performance, performativity and positionality, as well as the recent turn to affect and phenomenology within cultural theory, the authors develop queer, feminist studies of online player cultures in ways that are situated and embodied.

Rethinking Racism

Emotion, Persuasion, and Literacy Education in an All-White High School

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Author: Jennifer S. Trainor

Publisher: SIU Press

ISBN: 0809328739

Category: Education

Page: 159

View: 8121

"Trainor maintains that racist assertions often originate not from prejudiced attitudes or beliefs but from metaphorical connections between racist ideas and nonracist values. These values are reinforced, even promoted by schooling via "emotioned rules" in place in classrooms: in tacit, unexamined lessons, rituals, and practices that exert a powerful - though largely unacknowledged - persuasive force on student feelings and beliefs about race."--BOOK JACKET.

My Tiny Life

Crime and Passion in a Virtual World

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Author: Julian Dibbell

Publisher: Julian Dibbell

ISBN: 9780805036268

Category: Computers

Page: 336

View: 2754

The author provides a study of rape in a virtual world and delves more deeply into the ramifications of crime in a place where race, gender, and identity can be changed at will

Silicon Second Nature

Culturing Artificial Life in a Digital World, Updated With a New Preface

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Author: Stefan Helmreich

Publisher: Univ of California Press

ISBN: 0520208005

Category: Computers

Page: 314

View: 3951

"Helmreich's analysis—extensive, imaginative, rigorous, and insightful—promises to establish him as the cultural authority on A-Life. . . . He shows that, in the age of complexity, science simultaneously disenchants and re-enchants the world. . . . The book is written in a personal and engaging style . . . so full of ideas and interesting asides [that] Helmreich takes on the persona of a smart and well-informed tour guide of the A-Life world [with] an enviable ability to take very complex ideas and discuss them comprehensibly without simplifying them."—Hugh Gusterson, author of Nuclear Rites

Atari to Zelda

Japan's Videogames in Global Contexts

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Author: Mia Consalvo

Publisher: MIT Press

ISBN: 0262034395

Category: Games

Page: 272

View: 2262

The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of "Japaneseness."

The Gay Archipelago

Sexuality and Nation in Indonesia

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Author: Tom Boellstorff

Publisher: Princeton University Press

ISBN: 9780691123349

Category: Social Science

Page: 282

View: 644

The Gay Archipelago is the first book-length exploration of the lives of gay men in Indonesia, the world's fourth most populous nation and home to more Muslims than any other country. Based on a range of field methods, it explores how Indonesian gay and lesbian identities are shaped by nationalism and globalization. Yet the case of gay and lesbian Indonesians also compels us to ask more fundamental questions about how we decide when two things are "the same" or "different." The book thus examines the possibilities of an "archipelagic" perspective on sameness and difference. Tom Boellstorff examines the history of homosexuality in Indonesia, and then turns to how gay and lesbian identities are lived in everyday Indonesian life, from questions of love, desire, and romance to the places where gay men and lesbian women meet. He also explores the roles of mass media, the state, and marriage in gay and lesbian identities. The Gay Archipelago is unusual in taking the whole nation-state of Indonesia as its subject, rather than the ethnic groups usually studied by anthropologists. It is by looking at the nation in cultural terms, not just political terms, that identities like those of gay and lesbian Indonesians become visible and understandable. In doing so, this book addresses questions of sexuality, mass media, nationalism, and modernity with implications throughout Southeast Asia and beyond.

Utopic Dreams and Apocalyptic Fantasies

Critical Approaches to Researching Video Game Play

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Author: Talmadge J. Wright,David G. Embrick,Andras Lukacs

Publisher: Lexington Books

ISBN: 0739147021

Category: Social Science

Page: 286

View: 9544

Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.

In the Realm of the Diamond Queen

Marginality in an Out-of-the-way Place

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Author: Anna Lowenhaupt Tsing

Publisher: Princeton University Press

ISBN: 9780691000510

Category: Social Science

Page: 350

View: 8152

In this highly original and much-anticipated ethnography, Anna Tsing challenges not only anthropologists and feminists but all those who study culture to reconsider some of their dearest assumptions. By choosing to locate her study among Meratus Dayaks, a marginal and marginalized group in the deep rainforest of South Kalimantan, Indonesia, Tsing deliberately sets into motion the familiar and stubborn urban fantasies of self and other. Unusual encounters with her remarkably creative and unconventional Meratus friends and teachers, however, provide the opportunity to rethink notions of tradition, community, culture, power, and gender--and the doing of anthropology. Tsing's masterful weaving of ethnography and theory, as well as her humor and lucidity, allow for an extraordinary reading experience for students, scholars, and anyone interested in the complexities of culture. Engaging Meratus in wider conversations involving Indonesian bureaucrats, family planners, experts in international development, Javanese soldiers, American and French feminists, Asian-Americans, right-to-life advocates, and Western intellectuals, Tsing looks not for consensus and coherence in Meratus culture but rather allows individual Meratus men and women to return our gaze. Bearing the fruit from the lively contemporary conversations between anthropology and cultural studies, In the Realm of the Diamond Queen will prove to be a model for thinking and writing about gender, power, and the politics of identity.

Street dreams and hip hop barbershops

global fantasy in urban Tanzania

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Author: Brad Weiss

Publisher: Indiana Univ Pr

ISBN: N.A

Category: History

Page: 263

View: 2588

Urban youth and popular cultural practices in East Africa

Conversation and Community

Chat in a Virtual World

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Author: Lynn Cherny

Publisher: Center for the Study of Language and Information Publications

ISBN: 9781575861555

Category: Language Arts & Disciplines

Page: 376

View: 7332

Conversation and Community is an examination of the speech community in an Internet 'virtual community'. Based on ethnographic research on a community of users of a MUD, or 'multi-user dimension', the book describes a close-knit community united in features of their language use, shared history, and relationships to other online communities. The author invokes the notion of register, or the variety of speech adapted to the communication situation, in her discussion of how users overcome the limitations of the typed, text medium and exploit its affordances for comfortable communication. Routines, conventional vocabulary and abbreviations, syntactic and semantic phenomena, and special turn-taking and repair strategies distinguish the MUD community's register. Because the MUD is programmable, commands may be added which reflect, alter, or reinforce the linguistic practices and culture of the community; competent speakers must also know the commands that produce the correct linguistic forms.

A Coincidence of Desires

Anthropology, Queer Studies, Indonesia

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Author: Tom Boellstorff

Publisher: Duke University Press

ISBN: 9780822339915

Category: Social Science

Page: 292

View: 6345

DIVAn anthropological examination of non-normative male sexuality outside of the "West," using Indonesia as a case study./div

American Nerd

The Story of My People

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Author: Benjamin Nugent

Publisher: Simon and Schuster

ISBN: 9781416565512

Category: Social Science

Page: 256

View: 3394

Most people know a nerd when they see one but can't define just what a nerd is. American Nerd: The Story of My People gives us the history of the concept of nerdiness and of the subcultures we consider nerdy. What makes Dr. Frankenstein the archetypal nerd? Where did the modern jock come from? When and how did being a self-described nerd become trendy? As the nerd emerged, vaguely formed, in the nineteenth century, and popped up again and again in college humor journals and sketch comedy, our culture obsessed over the designation. Mixing research and reportage with autobiography, critically acclaimed writer Benjamin Nugent embarks on a fact-finding mission of the most entertaining variety. He seeks the best definition of nerd and illuminates the common ground between nerd subcultures that might seem unrelated: high-school debate team kids and ham radio enthusiasts, medieval reenactors and pro-circuit Halo players. Why do the same people who like to work with computers also enjoy playing Dungeons & Dragons? How are those activities similar? This clever, enlightening book will appeal to the nerd (and antinerd) that lives inside all of us.