Showing posts with label mmorpg. Show all posts
Showing posts with label mmorpg. Show all posts

Play Between Worlds: Exploring Online Game Culture Review

Play Between Worlds: Exploring Online Game Culture
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Play Between Worlds: Exploring Online Game Culture ReviewIn her book on the MMO gaming world, Taylor brings an ethnographic approach to the game Everquest. Through interviews and personal experience, she gives an insight into the gaming world that portrays it for the rich, complex, social world that it is. A gamer herself, Taylor does an excellent job shining new light on the "frowned upon" gaming world. She also goes beyond the gaming world to show how things are connected through the internet and "in real life" to things within the game.
As far as this being too "basic" in covering the genre - this wasn't aimed to be a book only for advanced gamers. For those of the academic world, who have no experience whatsoever with games, the chapters provide sufficient information about the games to allow understanding. The summary/analysis is as comprehensive as it is rich. There are parts that she could have gone further and I do hope she does write a second book (although she does have articles on this topic as well).
All in all, this is an absolutely fantastic book for academics (or just interested people) who want an ethnographic approach to the gaming world that treats it not as a deviant, subersive "alternate" reality. Gamers and academics alike can appreciate it. Think Jenkins' Textual Poachers (written about the fan world) for gamers.
I sincerely hope this is the tip of the iceberg for this serious academic research into the community, social aspects of MMOs.Play Between Worlds: Exploring Online Game Culture Overview

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Developing Virtual Reality Applications: Foundations of Effective Design Review

Developing Virtual Reality Applications: Foundations of Effective Design
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Developing Virtual Reality Applications: Foundations of Effective Design ReviewVirtual Reality is a subdivision of computer graphics and the latter is intensely mathematical. But this book eshews a mathematical bent. Instead it offers a sweeping survey of recent [2008-9] applications of VR. You can easily read this and get a good understanding of where VR is being used. The survey spans both academic and industrial/commercial efforts.
The book is also aided by a heavy use of illustrations, many in colour. Quite appropriate given that we are talking about graphics. The figures greatly help the understanding of the text.
One interesting subtopic is augmented reality. Where typically a user wears a special pair of glasses and walks around the real world. Depending on her location and perhaps orientation, the glasses communicate wirelessly with a GIS-aware database that downloads information to be displayed in an overlay fashion on her vision.Developing Virtual Reality Applications: Foundations of Effective Design Overview
Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others.

An insider's view of what works, what doesn't work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field.


Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest!
Development techniques are cross referenced between different application areas, providing fundamental best practices!
Includes a media-rich companion website with hours of footage from application demonstrations


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Fortuna Review

Fortuna
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Fortuna ReviewBored computer science major at Stanford University Jason Lind loves playing the online game Fortuna, based on Renaissance Florence economics. However, his role playing character Father Allesandro da Scala begins to take over more of Jason's time than his real life. He soon falls into heavy debt due to his character, but remains addicted to playing the game even as he is aware of what he is doing as the Renaissance Father
Broke he leaves Stanford to work for his Uncle Frank at Global Packet Control (GPC); the same firm his dad worked at before he died in a car accident almost a decade ago. At GPC, Jason uncovers questionable probably illegal deals and underhanded practices that leave him wondering what to do, but he thinks Father da Scala would know how to proceed.
Though the premise feels over the top of Mount Whitney, this is an intriguing blending of on-line role playing and global economics, as Michael R. Stevens argues that both consist of players starring in roles other than themselves. Except for a romantic subplot that feels forced and required, readers will find the saga of Jason-Father Allesandro fascinating.
Harriet Klausner
Fortuna Overview

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The Battle for Azeroth: Adventure, Alliance, And Addiction Insights into the World of Warcraft (Smart Pop series) Review

The Battle for Azeroth: Adventure, Alliance, And Addiction Insights into the World of Warcraft (Smart Pop series)
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The Battle for Azeroth: Adventure, Alliance, And Addiction Insights into the World of Warcraft (Smart Pop series) ReviewThis is a collection of essays on WoW. I found the first 7 essays very informative and enjoyable. The last 5 essays seemed to be more complaints of people who live with WoW players and not so interesting accounts of addictive behavior.
Part 2 of the book gives background and historical examples for each of the classes available to WoW players. This was very interesting provides insight into the way the classes were designed by Blizzard.The Battle for Azeroth: Adventure, Alliance, And Addiction Insights into the World of Warcraft (Smart Pop series) OverviewAimed at dedicated fans of the role playing game World of Warcraft, this dynamic collection of essays explores the undying fascination with a game that is a welcome escape from reality for millions of people around the world. Gaming experts, developers, and bestselling sci-fi authors examine the overwhelming success of the game and the underlying motivations for gamers to spend, on average, as much time as they would at a part-time job battling in the world of Azeroth, and address issues ranging from economics and psychology to addiction and game ethics are addressed, as are the outstanding design of the game and the histories of several main characters.

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Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete Review

Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete
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Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete ReviewI just finished reading the book Total Engagement. It's rare that I read a book that has me wondering if the authors have caught a glimpse of an unexpected future, and that ten or twenty years from now people will be looking back and be saying: that was the book that spotted this crucial trend. Having lived in Silicon Valley for many years, I'm used to having that experience of being exposed to the future ahead of its time. This could be one of them.
The thesis is simple. Millions of people pay each month to participate in massive multiplayer online role-playing games (MMORPGs). I've tried them, and I have friends (and kids) that have been totally sucked into them. They punch a bunch of psychological tickets for humans: the game designers know what they're doing. The book discusses how this is done:
* an epic story line(we're saving the galaxy from the Crumlons)
* clear paths to advancement, with transparency about your skills and performance
* intensely meritocratic societies called guilds that work together in groups to accomplish major tasks
* strong social interactions with other people
* the ability to try, fail and try again rapidly, learning quickly
* the option to try on leadership roles
For many people, these games are where they come alive and truly experience their potential to solve problems, meet challenges and lead a team.
And then they go into the modern workplace, which is frequently as stultifying as these virtual worlds are thrilling. Fail!
Read and Reeves are convinced that at least some smart workplaces of the future are going to adapt some of the ways of the games to more fully engage their employees and become more effective as economic organizations. They don't have a magic formula for how to do this, but do invest a great deal of time analyzing what makes people inside these games tick and how those concepts transfer to the workplace.
Fascinating ideas, and well worth watching and thinking about.Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete OverviewEvery week, millions of people including many of your employees spend hours playing multi-player online games with a level of engagement they don t bring to work. These aren t just adolescent video games we re talking rich narrative quests with 3-D environments, cool avatars, and compelling goals and rewards. Imagine the value if you could transfer key ingredients of game design and the gamer excitement and focus that come with it to the office. What if your employees could solve customer problems, design new software, or configure better shipping routes working inside a game environment at work?This isn t just possible, say Byron Reeves and J. Leighton Read; it s inevitable. As global competition intensifies and employee productivity and engagement become more critical, the user experience provided by game technology offers a tantalizing solution for business. This is far more than a quaint metaphor for business and it s way beyond training tools. Implemented in the workplace, elements of games can solve a host of business problems with morale, communication, and alignment all while honing skills like data analysis, teamwork, recruitment, leadership, and more. Based on extensive hands-on research, case studies, and the authors entrepreneurial ventures, Total Engagement convincingly outlines how games will transform work, from repetitive call-center jobs to high-level teams who must collaborate with members dispersed around the globe. The authors show why you must begin building a game strategy now and offer practical guidelines for how to:--Select the game design features that can address your company s pain points --Use avatars to increase engagement and productivity--Employ virtual currencies to help employees set priorities, share resources, and meet goals--Implement participant-driven communication systems to facilitate team-building--Discover untapped leadership skills by shifting collaboration to game-like environments--Mitigate possible negative effects of game applications at work Authoritative and provocative, Total Engagement shows you how to become a player to reckon with as the gaming revolution transforms the workplace.

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Guild Leadership Review

Guild Leadership
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Guild Leadership ReviewHonestly, I should have titled this.. a must for everyone as the information presented can be used in your personal and business life as well.
I gave this as a Christmas gift to all the officers in my guild and bought one myself, we quote it all the time when faced with decisions. It provides a wealth of information on what it truly means to be a guild leader, how you should handle specific situations, what you should focus on as a guild leader and how you can make your guild successful (and in the process become a better and more effective leader) whether you are just building it up now or have been established for years.Guild Leadership OverviewThis timely work shares valuable leadership lessons from the parallel universes of online games -- lessons that can impact the real world in meaningful ways. In addition, this book: Challenges some classically held leadership tenets; Strives to influence today's and tomorrow's leaders; Demystifies the art of leadership in a fresh new way. It is vitally important for today's leaders to prepare for the world of tomorrow. It is the author's hope that this book will assist them in their preparation. All of the author's proceeds are being donated to charity (specifically, Marathon Education Partners). www.guildleadership.com

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Net Impact Review

Net Impact
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Net Impact ReviewNet Impact by Donald J. Bingle is not your dad's spy novel. This is a modern spy thriller about a realistic agent working for a shadow company, The Subsidiary, affiliated with several different sovereign nations. The details are crisp and main character is a fully drawn man with an exciting career in espionage, but a terrible life at home, as he rarely sees his wife and son, who are becoming more and more upset with his always gone lifestyle. His marriage is in serious trouble as he is sent on a mission to New Zealand to stop the transfer of unmanned drone plans and goes from there as our he uncovers the truth about a very diabolical plot apropos for our modern internet age.
The most fascinating thing about the novel is the inclusion of the fictional virtual world of Reality 2 Be, think Second Life, where a lot of secret and illegal activity happens--which is not fiction. I had no idea, but in the virtual worlds of the internet money is transferred, criminals conduct clandestine meetings, and rebels and terrorists get together right under the nose of the world governments who have no idea of how to monitor and police the virtual worlds. Sure, we've seen spies infiltrate the lairs of the bad guys, but I hadn't seen one infiltrate a virtual world before, and it was cool to see how the plot brought the virtual and real world together in a very fascinating twist.
The strength of the book is the accurate main character, who is so good at what he does, but not in a sort of silly James Bond way. This is more of a Jason Bourne crossed with that cool uncle of yours who was a lineman in football, then army ranger, and a cop before he became a private consultant. He's a realistic spy, who uses his keen intellect and pragmatic philosophy to get the job done--and he's known for causing mass destruction, but he gets the mission accomplished no matter what. Sure, there are a few gunfights, fires, computer hacking moments, and big explosions, but OMG, the ending is pretty amazing and I didn't see that one coming. I'm pretty certain no spy has ever used what this guy used to accomplish the mission at the end.
I thoroughly enjoyed this book, as well as Bingle's other novels, Forced Conversion and Greensword. His short fiction has always entertained me as well, and I look forward to his next project.
Net Impact is a short, punchy, realistic spy thriller for the modern age, and once you read this, you'll never look at the internet the same way again.
Paul Genesse, author and editor
Net Impact OverviewDick Thornby is not Hollywood's idea of a spy.In his rough and tumble job there are no tailored Italian suits, no bimbos eager to please, and no massive underground fortresses built by evil overlords seeking world domination-just an endless series of sinister threats to the safety and security of the billions of mundane citizens of the planet.Sure, Dick's tough and he knows a few tricks to help him get out of a tight spot, even if his boss accuses him of over-reliance on an abundance of explosives.But he's also got a mortgage, a wife upset by his frequent absences on "business" trips, and an increasingly alienated teen-age son who spends way too much time playing in gaming worlds on the computer.When a mission to bust up an arms exchange in New Zealand goes spectacularly bad, ending with the showy destruction of the Dunedin port facility, Dick is thrown into a maze of conflict involving Hong Kong arms dealers, cyber-criminals, Chinese government goons attempting to suppress computer access by dissidents, and even militant Maoris seeking rocket launchers to shoot down tourist-laden jumbo jets.Then a young computer expert back at the Philadelphia headquarters for The Subsidiary, an international espionage agency created in the aftermath of 9/11, discovers that the bad guys are involved in a vast conspiracy.Dick is forced to partner with the espionage neophyte to battle evil on multiple fronts, leading to a final confrontation that incorporates real-world conspiracy theories and cutting-edge technology.In the end, Dick can save his partner, save his marriage, save his son, or save the world, but he can't do it all.

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Synthetic Worlds: The Business and Culture of Online Games Review

Synthetic Worlds: The Business and Culture of Online Games
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Synthetic Worlds: The Business and Culture of Online Games ReviewI expected something a little more "rigorous" from Dr. Ed. I believe though that he takes an excellent first swipe at virtual worlds.
For people already playing these games the first 50 or so pages are boring. But he obviously covers this material so that even lay people can quickly be brought up to speed on his other topics. He sometimes slips back into these rudimentary explanations but I believe it is an effort to help the larger market.
He covers a wide variety of topics in this book. Discussions of property rights within VR worlds, violence within VR worlds, and the actual value of VR money and items. The variety of topics leads to a slight rambling feel in the book and some thiness on the arguements. However, I thought everything was adequately covered. I was looking for something of a "truer" economic discussion of synthetic worlds but he teased me. He does write an explanation, and defense, of synthetic economies and problems within them. For me though, I thought this was going to be all 300 or so pages when it was just about 75.
If there were more books like this published I would have given him 3 stars but since this is going to be the start in a long, long, long series of books I will give him 4 for breaking ground. He probably should have milked the material for two books. :)
If you have play these games and have and a tidbit of economics in you then buy the book and enjoy. I am going to read his papers now in an effort to get that fix.
SeanSynthetic Worlds: The Business and Culture of Online Games OverviewFrom EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs.In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete?With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects."Illuminating. . . . Castronova's analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon."—The Economist "Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations."—Tim Harford, Chronicle of Higher Education

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