Showing posts with label media studies. Show all posts
Showing posts with label media studies. Show all posts

The Digital Dialectic: New Essays on New Media (Leonardo Books) Review

The Digital Dialectic: New Essays on New Media (Leonardo Books)
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The Digital Dialectic: New Essays on New Media (Leonardo Books) ReviewThe title of this collection gives a clue of what the reader is headed for - the term "dialectic" is most often connected with philosophical ponderings or Marxist manifestos - this is not just another puff piece exhorting the brave new world and global village of interconnectiveness, this is a series of eleven well written essays delving into New Media Theory.
Grouped into four sections: "The Real and the Ideal", "The Body and the Machine", "The Medium and the Message", and "The World and the Screen", this collection explores the new way of being and thinking that digital technology elicits. An important work that refuses to slip into pedanticism; thought provoking and entertaining. A must read for anyone who wants to be a subject rather than an object in the Information Age.The Digital Dialectic: New Essays on New Media (Leonardo Books) Overview

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Digital Culture, Play, and Identity: A World of Warcraft® Reader Review

Digital Culture, Play, and Identity: A World of Warcraft® Reader
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Digital Culture, Play, and Identity: A World of Warcraft® Reader ReviewLike many anthologies, this one is uneven. Nevertheless, it contains some very interesting articles, especially about gender and culture as expressed in World of Warcraft.
My problem with the book, however, is that it purports to have a sort of dual viewpoint, being that all the academics writing about World of Warcraft here are also players. The problem is that none of them, as far as I can tell, have achieved level cap and immersed themselves in the endgame.
Like many MMORPGs, World of Warcraft is many games all rolled into one. There is the leveling game (where you take a new character and head off into the world to have adventures, gradually gaining strength and power as you defeat various challenges). There is the player-vs-player game, where you engage in battles against other players, either in groups or solo. There is the professions game, where you learn to create items in the game and get gradually better and better at doing so, until you can (if you wish) create a business providing services for other players. There is the economic game, where the goal you set yourself involves making as much game money as possible. There are games related to earning what are called Achievements (although these did not exist when this book was being written), and thereby earning yourself titles and/or items such as special in-game pets or mounts.
And there is the raiding endgame. In the raiding endgame, you reach the level cap and play around in small group encounters, gaining skill and gear until you are ready to join larger groups of players, setting off into some of the most intricately designed content in the game. The encounters there are complex and require serious coordination between largish groups of players to defeat. (To give you a sense of the complexity involved, there are some encounters that have taken groups of 25 people numerous attempts to defeat -- and by "numerous", I mean three or four hour sessions twice or three times a week for a month or more.) The organization required to put together a raiding team and keep it going strong for months on end is not trivial.
Most World of Warcraft players at least try out the raiding game; some of them define themselves in part by their refusal to play that game. Different players take different approaches to this raiding game. Some define themselves as "hardcore" and treat the raiding game almost as a job (and they require a group of people to raid with who share the same approach, with the necessary level of organizational infrastructure to support such an approach). Others define themselves a "casual raiders" who seek to experience raiding content as part of what they do, without in any way treating it as "another job". Since the fall of 2008, the raiding game has been available to most players who are at the level cap, at least in a very casual way.
While one can certainly play World of Warcraft without ever raiding, no one can accurately describe the game or the social groups that develop within it without discussing raiding. The vast majority of the authors in this anthology have not reached level cap, and those that have (for the most part, and by their own admission) have hardly scratched the surface of this important part of the game. So much of the game design is built around raiding, so many of the social structures are organized around this activity, that it's hard to take seriously a book about World of Warcraft that doesn't address it.
On the other hand, it's a relief that these authors did not write about something they haven't experienced. Most people who have raided, whether they still do so or not, will confess that it's not really what it looks like from the outside. People raid for a variety of reasons, and the groups they form to support their raiding habits vary a great deal in response to their motivations. It's tiring to read about "raiding" when the writer has obviously never done it, and can't evaluate for herself what her informants tell her about their experiences doing it.
At the same time, the lack of substantive consideration of the "raiding game" leaves a big gap in this book. It's as if someone were writing a book about Major League Baseball and chose to act as if the American League simply did not exist. It's hard to get a real sense of World of Warcraft if you don't talk about the endgame (that is, the things people do in the game once they have reached level cap and determined to keep playing), yet the authors are largely not able to do that, since they haven't gotten there yet.
That's a shame, because the dual-lens of player + academic is a valuable one, and I wish that this book had not ignored such a big part of the game.Digital Culture, Play, and Identity: A World of Warcraft® Reader OverviewExploring World of Warcraft as both cultural phenomenon and game, withcontributions by writers and researchers who have immersed themselves in the WoWgameworld.

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Digitizing Race: Visual Cultures of the Internet (Electronic Mediations) Review

Digitizing Race: Visual Cultures of the Internet (Electronic Mediations)
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Digitizing Race: Visual Cultures of the Internet (Electronic Mediations) ReviewFor those of you with a soft spot for the anthropomorphized cartoon dog surfing the Internet, Lisa Nakamura abolishes such nostalgia, and misunderstanding. Half way through Digitizing Race, she coolly declares `...nobody believes anymore that on the Internet nobody knows you're a dog...' (p.155).Interrogating the myth of online disembodiment, and the concomitant deceit of neoliberal colour-blindness is what essentially coheres this book. Contrary to the utopian readings of techno-culture, analyzing Internet space as a site of racial re-embodiment is at the heart of Nakamura's project. ...
[...]Digitizing Race: Visual Cultures of the Internet (Electronic Mediations) OverviewIn the nineties, neoliberalism simultaneously provided the context for the Internet's rapid uptake in the United States and discouraged public conversations about racial politics. At the same time many scholars lauded the widespread use of text-driven interfaces as a solution to the problem of racial intolerance. Today's online world is witnessing text-driven interfaces such as e-mail and instant messaging giving way to far more visually intensive and commercially driven media forms that not only reveal but showcase people's racial, ethnic, and gender identity.

Lisa Nakamura, a leading scholar in the examination of race in digital media, uses case studies of popular yet rarely examined uses of the Internet such as pregnancy Web sites, instant messaging, and online petitions and quizzes to look at the emergence of race-, ethnic-, and gender-identified visual cultures.

While popular media such as Hollywood cinema continue to depict nonwhite nonmales as passive audiences or consumers of digital media rather than as producers, Nakamura argues the contrary—with examples ranging from Jennifer Lopez music videos; films including the Matrix trilogy, Gattaca, and Minority Report; and online joke sites—that users of color and women use the Internet to vigorously articulate their own types of virtual community, avatar bodies, and racial politics.

Lisa Nakamura is associate professor of speech communication and Asian American studies at the University of Illinois, Urbana-Champaign. She is the author of Cybertypes: Race, Ethnicity, and Identity on the Internet and coeditor, with Beth Kolko and Gilbert Rodman, of Race in Cyberspace.


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New Philosophy for New Media Review

New Philosophy for New Media
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New Philosophy for New Media ReviewI found this book to be very uninspiring and ultimately disappointing. The book should be called "New Philosophy" for "New Media" instead of New Philosophy for New Media. It is certainly not new philosophy and certainly doesn't cover all new media or media art.
First of all, mr. Hansen is very selective when it comes to new media art. The artists he discusses have given the body a central role, but one could name just as much artists for whom the body is not *that* central. But one could even contest the representation of this 'centralness': whereas one could discern some sort of negotiation between the body and the outside world (in this case technology) in the works of these artists, for Hansen this negotiation has always already been decided in favor of the human body.
So in the end it is not exactly 'new philosophy' we're dealing with, but, at least in this reader's view, desperate attempts to keep some old ways of thinking supreme, without ever trying to question them or trying out new ways of thinking. In a strange way one can sense this desperateness especially when it goes hand in hand with something that seems to be some sort of grudge against a new batch of thinkers who have attracted most of the attention, at least in some circles in the academic world (read: the world of cultural studies).
In these moments mr. Hansen's style leaves academic or creative thinking altogether and changes in a very childish name-calling and misrepresentation. For example, mr. Hansen seems to be very displeased by the fact that Friedrich Kittler has made such a name for himself as a media scientist. So whenever he refers to Kittler, he puts media scientist inbetween quotation marks, as on p. 71:
Without a doubt, it is German "media scientist" Friedrich Kittler... (p.71)
This is not the first time mr. Hansen refers to Friedrich Kittler in his book, so, one could ask him(/her)self, why here refer to the nationality of Kittler, should it suddenly matter that Kittler is not only a "media scientist" but also a German? And should the combination of being a German AND a "media scientist" (note the quotation marks) tell us enough, without even taking the substance of Kittler's work into account?
Even though this might seem to be something too little to fall over when judging a book, it becomes VERRY annoying when it keeps happening all through the work, especially when it threatens to take over the place of philosophical critique or thinking.
Of course, I didn't choose the passage above for no reason. It was exactly on that spot when I was totally repelled by Hansen's "work" (note that I am also using the quotation marks in a strategic way, just to mirror mr. Hansens's style). Let's see the rest of the sentence:
Without a doubt, it is German "media scientist" Friedrich Kittler who has most provocatively engaged the post-(anti-)humanist implications of digitization. (p.71)
This whole passage (and one could actually say: the whole book) serves no other end than to (mis-)represent post-humanist thinking as anti-humanism. Every priority given to technology becomes easily "technical determinism" (p.74) and Hansen knows how to connect some feelings of superiority to his own way of thinking: his quest is a quest of keeping the human in humanity alive, while all other thinkers reduce the human being in some way.
Well, let's read a short quote from one work from among the many books on post-humanism:
Humanism, in by now well-rehearsed arguments [!], produces oppressive institutions and discourses because it presumes that one sort of person (usually male, white, educated, and wealthy) is exemplary, and/or that there exists a "human nature" that is "the same" for all. (From the book: Avatar Bodies by Ann Weinstone, p. 3).
Apparently this is not so well-rehearsed for mr. Hansen: post-humanism has *nothing* whatsoever to do with anti-humanism, it is simply put a different way of thinking about what it is to be a human being. In general it tries to get rid of some rigid ways of thinking about the 'human', to create more space for other beings (be it people who do not fit the rigid image of humanism or be it some other being which is part of our world). One could say that in the end post-humanism is a much more 'humane' way of thinking than the obsolete and dogmatic ideas of european or western humanism. Whichever way you take it though, it is *NOT* anti-humanism.
As Deleuze argues in Difference and Repetition, real freedom is not about trying to find answers for old questions, but to be able to ask new questions, relevant and actual at the moment the questions are asked, in an always changing world. It is no wonder that affect and technology have become some of the central issues in todays thinking. But mr. Hansen misrepresents these issues in a very, well, creative way. But this creativity has nothing to do with asking new, relevant question, but a creativity in keeping creativity at bay!
So, the central argument of this book goes as follows: even though some things have changed (technology and with technology the nature of the work of art and the media in general), it was always already the human body which framed these changes. It is assumed, but mostly hidden in clever ways, that despite all these changes, the human body has stayed the same and will stay the same and will thus continue to determine (if we are carefull enough to see) how things will continue to change in the future.
Do we actually know this for a fact? It is exactly here that one could (and several have already tried to do so, even if Hansen puts their new ways of thinking inbetween quotation marks) that one could open up new spaces of thinking, ask new questions.
The central idea of affect is that we, human beings, are capable of changing the world, because we are capable to do things with our bodies, but also - and certainly not less! - that we are capable of being changed by the world. So, even if most art is created for or through human embodiment, the central question one should ask in relation to Hansens work is: is this still the same body as a century ago? As five centuries ago? How can we know? Well, we need to ask questions to find out, we cannot assume that the human body has not changed and has dictated all changes. This would be the least philosophical and least creative way one could take.
Claiming that technology, even if it is created by humanity, can change the human body in unforeseen ways is no technical determinism, on the contrary, it is claiming that we human beings are very human because we *are* affectable, through our bodies, in ways we are not even aware of. A very beautiful example is the chapter on Stelarc in Brian Massumi's work: Parables for the Virtual. Movement, Affect, Sensation, from 2002. (It is very surprising by the way that mr. Hansen doesn't mention Stelarc even once in this book, while it is a book on new media art).
One of Hansen's arguments at this point becomes how the human body itself creates some sort of rhythm or duration. This functions as an example of how the body creates the frame for our perception. This frame is so rooted in our bodies, that it becomes in Hansen's view a non-changeable, transcendental given. The philosophical journey Hansen undertakes always ends up with our bodies. Or, in other words, a journey to the self, the world outside has no place in this whole whatsover. Whereas other thinkers use this kind of bodily rhythm to argue that the body has always been open to and in sync with the outside world.
In the end, it was always an illusion (a sweet one of course) that the human body was outside and especially above the rest of nature, it is no smaller illusion that the body is outside or above technology. Because we created this technology does not mean that we totally control it's direction and/or nature. Most technology is invented by chance and through an ongoing negotiation with the outside world (material resources, natural 'laws' etc.) and not because we human beings directed it in some way. We could at least give ourselves the opportunity to ask questions about how techonology affects us, whether this is indeed framed by "the human body" (if there is such one unchanging universal substance) or not.
In fact one could put Hansen's scheme totally upside down: technology or art (in what media whatsoever) has never been framed by the human body, but by the world, the cosmos we live in. The human being or the human body has always been just a little dot framed and affected by cosmic forces in many ways through our embodiment. Let the fact that technology is created by humanity not fool anyone, we are still affected by cosmic forces, but this time through a combination of our emodiment and technology. It is the nature of this combination and how certain forces affect our being in new ways through this combination that we must study, this, in my view, can never be a journey to our own body, but to the great unknown outside.New Philosophy for New Media Overview

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Dead Celebrities, Living Icons: Tragedy and Fame in the Age of the Multimedia Superstar Review

Dead Celebrities, Living Icons: Tragedy and Fame in the Age of the Multimedia Superstar
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Dead Celebrities, Living Icons: Tragedy and Fame in the Age of the Multimedia Superstar ReviewMr. Ebert picks up where Marshall McLuhan, Camile Paglia and others left off, with a sort of Freudian neo-Platonism for the digital age.
The basic premise is that psychological creations, both by individuals and Western culture as a whole, have more tangible reality than reality itself.
The celebrities profiled did not achieve mythic status by dying; rather they were killed by their own creations, by the mythic doppel-gangers who haunted and hunted them until the flesh-and-blood people behind the masks simply could not coexist.
How did the celebrities create these personae when others failed? Did they have unique insights into the media? Were they born with special access to spiritual and psychological realms? It's not clear.
But it is clear that what distinguished these icons was the degree to which they were willing to sell themselves for fame. Where others stepped back from the abyss, they stepped forward. The steps leading up to their cultural sainthood is the subject of the book.
It's easy to see how mass adulation can corrupt. But what some might call madness, Ebert sees as very real angels and demons almost looking for the right host to then photosynthesize to life through the artificial light of the media.
If you are a strict materialist you might find Ebert's whole premise (and freqeunt digressions)a little "out there." Yet seeing is believing, and Ebert shows you the celebrities exercising--and exorcising--their powers. For example he observes that Elvis "literally" makes the convex tv screen bend behind his enormous energy when shot from the waist up on Ed Sullivan. Come to think of it, Elvis did just that, if only in terms of his psychological impact. For Ebert, the physical is a pale shadow of underlying reality. Thus his neoplatonism.
It would be useful to hear Elvis' own views of how he "bent" the screen, of his own spirtual experiences, etc. Instead all the celebrity lives are surveyed and the rest is merely conjecture -- but what wonderful conjecture! In the end I felt I was under a spell, one where reality is malleable and I could feel the possibilities and dangers that the celebrities themselves must have felt.
Mr. Ebert bills himself as an "independent scholar," but he is more so a kindred spirit to the very people he profiles, a word wizard for the (admittedly small) circle willing and able to speak his language.
Dead Celebrities, Living Icons: Tragedy and Fame in the Age of the Multimedia Superstar Overview

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Cybertypes: Race, Ethnicity, and Identity on the Internet Review

Cybertypes: Race, Ethnicity, and Identity on the Internet
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Cybertypes: Race, Ethnicity, and Identity on the Internet ReviewWithin the field of cybercultural studies no single writer is as widely recognised for exploring the oft-ignored categories of race and ethnicity in cyberspace(s) as Lisa Nakamura. Her writing is mandatory for any undergraduate course exploring identity online and her new book Cybertypes: Race, Ethnicity, and Identity on the Internet finally collects all of her articles under one cover. Of the five main chapters, each is based upon one or two previously published articles or chapters, although most have been reworked to some (usually minimal) extent. The additional framing elements of the introduction and conclusion, while brief, do contextualise and historicise Nakamura's work in important ways and provide important signposts for future work.
The first chapter, `Cybertyping and the work of race in the age of digital reproduction', opens with an introduction of the term `cybertype', built upon the nineteenth century word stereotype, which originally referred to a machine which could easily mass reproduce specific images. Nakamura uses cybertype since `identity online is still typed, still mired in oppressive roles', and expands the term `to describe the distinctive ways that the Internet propagates, disseminates, and commodifies images of race and racism' (3-4). The chapter then deals with a number of cybertypes-including Indian Silicon Valley workers (cybertyped as efficient and cheap immigrants)-and also examines the theory that access to the internet equals equality online, a theory touted in much of the US government's `digital divide' rhetoric. Nakamura also reworks and deploys some provocative terminology: for example, she uses the term `remastered', which in technical terms describes the process of converting analogue media into digital, to mean the transference of previous racial stereotypes from the offline world into online contexts.
Chapter two, `Head-hunting on the Internet' looks at three specific online environments: the text-based LambdaMOO and graphically oriented chat spaces The Palace and Club Connect. Nakamura examines how race is represented in these spaces, and specifically how racial identities are maintained or performed both by those people who are portraying their `real' identity and those who are presenting their digital selves differently to their material lives. Nakamura discusses two main features of online identity: `passing', whereby netizens can pass as having a different racial (or gender or class) identity online via avatars and textual descriptions; and `identity tourism' which specifically looks at white users who `try out' other racial identities online, thinking they have experienced being `other', but have really done nothing of the sort due to the different ways race operates online and in the material world. While Nakamura's points are well made, she makes the unfortunate choice of comparing avataristic identity online with the television programmes Fantasy Island and Quantum Leap. This unproblematised cross-medium referencing detracts from Nakamura's very medium-specific insights about race online, and is hampered more so by an erroneous summary, explanation and thus analogies drawn from Quantum Leap (58-59; for example, describing Sam Beckett's body leaping as a purposeful `quest' when it was actually caused by an error during scientific experiments).
Chapter three, `Race in the construct and the construction of race: the "consensual hallucination" of multiculturalism in the fictions of cyberspace' examines four cyberpunk works-Blade Runner, Neuromancer, Snow Crash and The Matrix-and the racial politics of these cyberspace-related works. Nakamura argues that in the first two works from the 1980s there is an evident `techno-orientalism', whereby figures from the Japanese past become signifiers for a supposedly hip multicultural future. However, Japanese and other Asian characters still end up in peripheral or supporting roles, suggesting that cultural appropriation by no means ensures equality. The latter two texts are analysed as presenting more complex ideas of race and Nakamura's analysis of The Matrix, which still ultimately installs a white messiah above all else, is particularly strong. However, Nakamura's readings of Neuromancer and Blade Runner are both very straight forward, offering little new to readers familiar with cyberpunk criticism, making this the least inspired chapter of the collection. In direct contrast, the following chapter `"Where do you want to go today?" Cybernetic tourism, the Internet and transnationality' contains a much more focused reading of advertising campaigns for software and technology during the mid-nineties. Nakamura's argument for the paradoxical nature of these advertisements, which presented an image of digital boundlessness where race no longer matters while simultaneously using the exoticised other as something Western computer uses could digitally visit, is made precisely and powerfully. With some disappointment, it is also the shortest chapter in the book.
The final chapter, `Menu-driven identities: making race happen online' looks at specific ways that race happens on the web and then compares these findings with certain emailing practices. The drop-down menus and clickable boxes that are all too often used to categorically define `race' online are traced back to the fact that race is a key marketing category. Along with gender, age and income, information about race is sought by websites in order to target advertising. Commerce is rapidly becoming the main regulatory backbone of life online. Moreover, Nakamura argues, rather than becoming more complex, these categories either perpetuate the status quo or try to simplify `race' even further to establish an easily manageable and database-driven identity for marketing efficiency. In contrast, email is argued to still allow the greatest flexibility online. Email still facilitates flexible communication and rhizomatic formations, such as group emails and even email forwarding (which Nakamura focuses upon).
Cybertypes is not a perfect collection. Some of the material examined, especially secondary popular culture texts, is not mastered allowing poor analogies to occur. Also, some of the material reads as slightly dated, mainly due to the original publication dates of some of the article being in the mid-nineties. However, as an introductory text on race and racism online, Cybertypes is still strongly argued and easily accessible. A plethora of cyberspaces are examined, and a host of useful ideas and concepts are deployed. While Nakamura argues against simplistic menu-driven identities, it is safe to say that in Cybertypes she has provided a smorgasbord of tools and perspectives with which to further examine race online.Cybertypes: Race, Ethnicity, and Identity on the Internet Overview

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The Meaning of Video Games: Gaming and Textual Strategies Review

The Meaning of Video Games: Gaming and Textual Strategies
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The Meaning of Video Games: Gaming and Textual Strategies ReviewNot only is this an extremely interesting, readable account of textual strategies in video games (and associated media), but it's a model Kindle edition. The footnotes are hyperlinked and many of the cited web-pages in the notes can also be accessed directly from the Kindle. Even the index is hyperlinked. In the index, the original page numbers are retained but linked to the right locations in the Kindle edition. Somebody put a lot of attention into this and it makes this the most usable Kindle edition I have.The Meaning of Video Games: Gaming and Textual Strategies OverviewThe Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today's culture. It begins by assuming that video games are meaningful-not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies.Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies-which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception-can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo's Wii, and Will Wright's Spore, the book explores the ways in which textual studies concepts-authorial intention, textual variability and performance, the paratext, publishing history and the social text-can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.

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Quests: Design, Theory, and History in Games and Narratives Review

Quests: Design, Theory, and History in Games and Narratives
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Quests: Design, Theory, and History in Games and Narratives ReviewHoward's book is a refreshing departure from the usual focus of gaming texts, which give you the option of hands-on coding tutorials or lofty academic screeds. The middle-ground presented here is full of details from literary analysis to gameplay mechanics, and proves that Howard has actually PLAYED his share of games (the same cannot be said of many university gaming professors who are often squeezed in to existing literature or computer science programs). You won't see arguments about ludology vs narratology (i.e. gameplay vs story), or a deconstruction of gaming through a narrow lens like gender politics or whatever academic focus is in vogue at the moment. Rather, Quests provides a holistic view of how to use the vast cultural repositories of myth and folklore to craft better gaming experiences.
In short, Howard is an academic seeking to improve the quality of video games. That's a noble quest indeed!Quests: Design, Theory, and History in Games and Narratives OverviewThis unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges), each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset.

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Coming of Age in Second Life: An Anthropologist Explores the Virtually Human Review

Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
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Coming of Age in Second Life: An Anthropologist Explores the Virtually Human ReviewI felt obliged to respond after reading prior reviewers who gave this average ratings. Fair enough to be disappointed in this if, for some reason, you expected it to be an light-weight page-turner intended for Second Life residents.
This *is* an academic book by a professor of anthropology who uses plenty of footnotes. The target audience does *not* consist of those already well familiar with the intricacies of social customs in Second Life. And yes, there are references to anthropological thinkers throughout. Some of us actually like that kind of thing.
For its target audience, this is a great book. There are a limited number of academic books that treat the subject of contemporary virtual worlds carefully, thoughtfully, and well. This one really stands out as a study based on extensive ethnographic research and a firm grasp of the available literature. In my opinion, the audience is not just anthropologists, but anyone with a college degree and a serious interest in Second Life as a novel medium for social interaction. The style is educated, but accessible, and it is full of entertaining anecdotes and observations.Coming of Age in Second Life: An Anthropologist Explores the Virtually Human Overview

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