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