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"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 IllinoisWorld 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
1 121 kr
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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
400 kr
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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
227 kr
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A practical guide to the ethnographic study of online cultures, and beyondEthnography 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 nongameDraws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of WarcraftProvides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issuesGuides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research resultsAddresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography
Del 11420 - Lecture Notes in Computer Science
Information in Contemporary Society
14th International Conference, iConference 2019, Washington, DC, USA, March 31–April 3, 2019, Proceedings
Häftad, Engelska, 2019
1 096 kr
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This book constitutes the proceedings of the 14th International Conference on Information in Contemporary Society, iConference 2019, held in Washington, DC, USA, in March/April 2019.The 44 full papers and 33 short papers presented in this volume were carefully reviewed and selected from 133 submitted full papers and 88 submitted short papers. The papers are organized in the following topical sections: Scientific work and data practices; methodological concerns in (big) data research; concerns about “smart” interactions and privacy; identity questions in online communities; measuring and tracking scientific literature; limits and affordances of automation; collecting data about vulnerable populations; supporting communities through public libraries and infrastructure; information behaviors in academic environments; data-driven storytelling and modeling; online activism; digital libraries, curation and preservation; social-media text mining and sentiment analysis; data and information in the public sphere; engaging with multi-media content; understanding online behaviors and experiences; algorithms at work; innovation and professionalization in technology communities; information behaviors on Twitter; data mining and NLP; informing technology design through offline experiences; digital tools for health management; environmental and visual literacy; and addressing social problems in iSchool research.
334 kr
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Table of Contents: Introduction: Activity theory and the changing face of HCI / Basic concepts and principles of activity theory / Agency / Activity and experience / Activity-centric computing / Activity theory and the development of HCI