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Ways of virtual world-making : actors and avatars / Sisse Siggaard Jensen.

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Format:
Book
Thesis/Dissertation
Author/Creator:
Jensen, Sisse Siggaard.
Language:
English
Subjects (All):
Virtual reality.
Avatars (Virtual reality).
Physical Description:
1 online resource (525 p.)
Edition:
1st ed.
Place of Publication:
[Frederiksberg] : Roskilde University Press, c2012.
Language Note:
English
Summary:
From the subcultural EverQuest, to the public break-through of DOOM, from the hype of Second Life to the widespread World of Warcraft, Sisse Siggaard Jensen has been researching a central question: In what ways do actors make sense of engaging with virtual worlds? Sisse Siggaard Jensen has been studying virtual worlds since 2002, and she aims to produce new knowledge about the transformation of self and world by virtual world-making. Ways of Virtual World-Making is her doctoral thesis, which will exclusively be published as an e-book. Sisse Siggaard Jensen, Ph.D., is Professor of Digital Communication at Roskilde University, Denmark. Her current research interests are questions about how actors make sense of their chosen virtual world(s), their avatar figures, and the social relationships they are part of. She is the head of the research project Sense-making strategies and userdriven innovation in virtual worlds 2008-2012 as well as of the Experience lab RUC.
Contents:
Intro
Roskilde University Press
Sisse Siggaard Jensen
Ways of Virtual World-Making: Actors and Avatars
1st e-edition 2012
© Roskilde University Press 2012
Cover by Klahr │ Grafisk Design
Typeset by Klahr │ Grafisk Design
eISBN: 978-87-7867-390-9
This doctoral dissertation has been publicly defended and accepted for the degree of Dr.Phil. (doktorgrad) at Roskilde University. The defense was held June 1, 2012, 13.00 (1:00 PM GMT+1) at Roskilde University, Department of Communiction, Business an...
Members of the evaluation committee are:
Professor Jay D. Bolter, Georgia Institute of Technology, Professor Andrew Burn, London University and Professor Kim C. Schrøder, Roskilde University (chair).
The dissertation is a result of the research project "Sense-making strategies and user-driven innovation in virtual worlds" supported by The Danish Strategic Research council, KINO committee.
The publication has been supported by the Department of communication, Business and Information Technologies at Roskilde University.
Rosenørns Allé 9
1970 Frederiksberg C
Tlf. +45 38 15 38 80
Fax +45 35 35 78 22
slforlagene@samfundslitteratur.dk
www.ruforlag.dk
All rights reserved. No part of this publication may be reproduced or used in any form or by any means - graphic, electronic or mechanical including photocopying, recording, taping or information storage or retrieval systems - without permission in wr...
Biography
Preface
Prologue
1. Introduction
Choice of worlds
Overall question
From periphery to mainstream
A brief history
Early MUDs
Graphical MUDs
Major research contributions
Identity
Typologies
Motivations
Culture
Economy
Anthropology
Virtual laboratory
An outline of approach and method
Interpretive understanding.
Multiplicities and uniquenesses
Video analysis
Organisation of the dissertation
2. Virtual world-making
Metaphoricity
Creating new realities with metaphors
Spatial metaphors and movements
Mapping and meaningful places
Worlds are in plural
3. Engaging with research
An empirical approach
Where are the virtual worlds and their actors?
Ways of seeing
Asking fellow travellers
Dismantling the vehicle
Pacing the market and expectations
Mediating personal history
What does meaning do?
Shifting to a panoptic view
Triangulating the making of sense
Discussing the roads ahead
Combining the triangle with a diagram
Using analytical inscriptions
4. Producing data
Composing the empirical fields
Background
Asking questions
Choosing cases
Participatory observation
Overview. Period I: January to March 2007.
Summarising
Settling. Period II: April to September 2007
Belonging. Period III: September to December 2007
Searching. Period IV: January to March 2008
Concluding
Epilogue: Avatar design
In situ video interviews
Preparing recordings. Step (1)
Analytical foci and system
Relevance and participating actors
Simple and recurring video interviewing
Recording in situ. Step (2)
Overview and optics
Situated interpretation and a dual focus
A virtual discovery
Processing the recordings. Step (3)
Analytical forms: Transcript and Themes
General descriptions
Mapping and foci
Example:
Characterising and tagging
Reversed storyboarding and visual description
Systematic and intuitively
Some reflections on method
5. Co-construction
Reconstruction
Phials with poison
Food to secure strength
Night shift
Games at all levels
Simple and advanced worlds.
Single and multi-user games
Mapping the world of EverQuest
Main affordances
Experience horizons
Classes and abilities
Mobs
Associations and guilds
Voice chat
The bazaar
Analysis 1. Co-constructions of EverQuest
It is all about affecting other people
Striving for expertise
On equal terms
Gapinesses of being marginalised
A culture of high ideals
Gapinesses of time resources
A co-designed world
Orderly and recognisable
Design idea and strategy
A cosy island
Sandbox and attraction
Business and actor-created design
Purpose and activity
The castle
Personal contact
Atmosphere and experiences
Imagination and fantasy
Spontaneity
Pitfalls and problems
Analysis 2. Co-constructions of Second Life
Attracting the attention of other residents
Running a business in Second Life
Gapinesses of market strategy
A virtual branch of a real life business
Gapinesses of acceptance
Initiating a public debate
Gapinesses of pointless design
6. Mediators
High-level avatars
The gnome Gnossiz
Going solo
Intelligence and power
A loner
Krongh the shadow knight
Playing with finesse
Janus' avatar gallery
Aesthetics
The shaman Gelinu
A busy avatar
Crafting and trading
Sia's avatar gallery
Analysis 3. Personal mediators of EverQuest
To seek admiration and fun
Surviving against odds
Gapinesses of a loner
Having fun
Gapinesses of skilfulness
Achieving authority
Gapinesses of stepping back
Professional avatars
Assessments
Experience and status
Personalising
A full-time job and trust
A default avatar
Trustworthy appearance
Real estate agent
A fun mascot and a business woman
Funny and business-like
Integrity and double standards
The serious literary and colleagues
Shared avatar.
Representing the workplace
Mad about shoes and not flip flops
On the edge
Stylish shoes
Impressions and expectations
Analysis 4. Personal mediators of Second Life
Personalising the professional
Running a serious business
Gapinesses of trustworthiness
Juggling opportunities
Representing the workplace
Gapinesses of sharing an avatar
Playing on the boundary
Gapinesses of playfulness
7. Relationships
Guilds and raids in Everquest
Battlefields and fighting
Choosing a mission
Valuables and yield
Timing and attention
David fights Goliath
Selfishness and jealousies
Guild and cooperation
Draconic Guardians
Only for adults
Commitment and norms
Teamwork and roles
Masters of the game
Bazaar and virtual currency
Manufacturing and trade skills
A market for money
Buffing late at night
Analysis 5. Achievement and sharing
For individual gain or common benefit
Achieving a high-level status
Gapinesses of achieving high status
Building a guild of teamwork
Gapinesses of teamwork building
Acting as leader
Gapinesses of leadership
Business and networking in Second Life
Competition and knowledge sharing
Traffic and measurement
Search engine
City guides and chatting
Pupil or marketing manager?
Groups and advertisements
Personal and professional networks
Norms and contact
Animated chair
Behaviour and dancing
Sexual advances
Critical atmosphere
Appearance and virtual artefacts
The look of avatars
Things and media
Analysis 6. Attention and activity
Measuring and exploring
Providing a full-time job
Gapinesses of the Wonder DK business
Advertising jobs
Gapinesses of the Times project
Initiating public debate
Gapinesses of the Literary project.
8. Expressions of self
Time and effort in EverQuest
Opportunities and limitations
A curious and adventurous thrill seeker
To match the others
Influencing and organising
The struggle against superior forces
clever and courageous
Different morals
Building communities
Game cultures
It requires joint efforts
Balanced role-players
Trust and distrust
To play with courage
Analysis 7. Empowerment and fun
Gaining expertise
Empowering a loner
Acting as an organiser and ideologist
Becoming a high level guild leader
Opportunities and problems in Second Life
Serious business
Sales speeches
Music and crazy ideas
Always a way out
The sharing of ideas
It is a learning process
It is the person
Along new lines of thinking
A settlers' atmosphere
Out-of-body total experience
Analysis 8. Entrepreneurship and experiments
Becoming a business entrepreneur
Becoming a business manager
Acting as a designer and provocateur
Acting as an experience designer
9. Navigation
Everyday life in EverQuest
Friends, family, work, and education
Play and work
Friends and peer pressure
Children and education
Games and children
homework and education
Fellow students and family
Screens and beds
Analysis 9: Priorities and requirements
It blurs the boundaries
Work life in Second Life
Press release and solid work
Marketing
Prices
Knowledge
Curiosity and a virtual branch
Mini nerd
New branch
Childish and colleagues
Public institution
IT department
Explorations
An intimate profession
Analysis 10: Making a living and initiating debate
Attuning to outside expectations
10. Synthesis of analysis
Comparing virtual world-making
Market and media
Content creation
A sense of uniqueness.
Scarcity of resources.
Notes:
Bibliographic Level Mode of Issuance: Monograph
Dissertation (doctoral)--Roskilde University, 2012.
Includes bibliographical references.
ISBN:
87-7867-390-9
OCLC:
810288473

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