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Author: Wagner James Au
Edition: First Edition first Printing
Binding: Hardcover
ISBN: 0061353205
Edition: First Edition first Printing
Binding: Hardcover
ISBN: 0061353205
The Making of Second Life: Notes from the New World
The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own-very real-economy. Get The Making of Second Life computer books for free.
em>The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content.What sets Second Life apart from Check The Making of Second Life our best computer books for 2013. All books are available in pdf format and downloadable from rapidshare, 4shared, and mediafire.
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Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
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Making Virtual Worlds: Linden Lab and Second Life
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business tra
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Alter Ego: Avatars and their creators
Photographer Robbie Cooper's Alter Ego explores personal and social identities being shaped in the metaverse at the beginning of the twenty-first century. Portraits of online gamers and virtual-world participants from America, Asia and Europe
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Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
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
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Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
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