Designing Virtual Worlds
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Designing Virtual Worlds
''Designing Virtual Worlds'' is a book about the practice of virtual world development by Richard Bartle. It has been noted as an authoritative source regarding the history of world-based online games. College courses have been taught using it. In 2021, the author made the book freely available under a Creative Commons license A Creative Commons (CC) license is one of several public copyright licenses that enable the free distribution of an otherwise copyrighted "work".A "work" is any creative material made by a person. A painting, a graphic, a book, a song/lyric ... on his website. Contents ''Designing Virtual Worlds'' argues that the fundamentals of player relationships to the virtual world and each other are independent of technical issues and are characterized by a blending of online and offline identity. According to the book, it is the designer's role to know what will provide players with a positive game experience, the purpose of virtual worlds is the player's ex ...
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Richard Bartle
Richard Allan Bartle FBCS FRSA (born 10 January 1960) is a British writer, professor and game researcher in the massively multiplayer online game industry. He co-created ''MUD1'' (the first MUD) in 1978, and is the author of the 2003 book ''Designing Virtual Worlds''. Life and career In 1988, Bartle received a PhD in artificial intelligence from the University of Essex, where as an undergraduate, he created ''MUD1'' with Roy Trubshaw in 1978. He lectured at Essex until 1987, when he left to work full-time on ''MUD'' (known as ''MUD2'' in its present version). Recently he has returned to the university as a part-time professor and principal teaching fellow in the Department of Computing and Electronic Systems, supervising courses on computer game design as part of the department's degree course on computer game development. He is a Fellow of the Royal Society of Arts. In 2003, he wrote ''Designing Virtual Worlds'', a book about the history, ethics, structure, and technology of ...
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For Dummies
''For Dummies'' is an extensive series of instructional reference books which are intended to present non-intimidating guides for readers new to the various topics covered. The series has been a worldwide success with editions in numerous languages. The books are an example of a media franchise, consistently sporting a distinctive cover—usually yellow and black with a triangular-headed cartoon figure known as the "Dummies Man", and an informal, blackboard-style logo. Prose is simple and direct; bold icons, such as a piece of string tied around an index finger, are placed in the margin to indicate particularly important passages. Almost all ''Dummies'' books are organized around sections called "parts", which are groups of related chapters. Parts are almost always preceded by a Rich Tennant comic that refers to some part of the subject under discussion, though the comics were discontinued in 2012. Sometimes the same Tennant drawing reappears in another ''Dummies'' book with ...
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Books About Video Games
A book is a medium for recording information in the form of writing or images, typically composed of many pages (made of papyrus, parchment, vellum, or paper) bound together and protected by a cover. The technical term for this physical arrangement is ''codex'' (plural, ''codices''). In the history of hand-held physical supports for extended written compositions or records, the codex replaces its predecessor, the scroll. A single sheet in a codex is a leaf and each side of a leaf is a page. As an intellectual object, a book is prototypically a composition of such great length that it takes a considerable investment of time to compose and still considered as an investment of time to read. In a restricted sense, a book is a self-sufficient section or part of a longer composition, a usage reflecting that, in antiquity, long works had to be written on several scrolls and each scroll had to be identified by the book it contained. Each part of Aristotle's ''Physics'' is called a bo ...
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Books About The Internet
A book is a medium for recording information in the form of writing or images, typically composed of many pages (made of papyrus, parchment, vellum, or paper) bound together and protected by a cover. The technical term for this physical arrangement is '' codex'' (plural, ''codices''). In the history of hand-held physical supports for extended written compositions or records, the codex replaces its predecessor, the scroll. A single sheet in a codex is a leaf and each side of a leaf is a page. As an intellectual object, a book is prototypically a composition of such great length that it takes a considerable investment of time to compose and still considered as an investment of time to read. In a restricted sense, a book is a self-sufficient section or part of a longer composition, a usage reflecting that, in antiquity, long works had to be written on several scrolls and each scroll had to be identified by the book it contained. Each part of Aristotle's ''Physics'' is called a ...
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Georgia Institute Of Technology
The Georgia Institute of Technology, commonly referred to as Georgia Tech or, in the state of Georgia, as Tech or The Institute, is a public research university and institute of technology in Atlanta, Georgia. Established in 1885, it is part of the University System of Georgia and has satellite campuses in Savannah, Georgia; Metz, France; Shenzhen, China; and Singapore. The school was founded as the Georgia School of Technology as part of Reconstruction plans to build an industrial economy in the post-Civil War Southern United States. Initially, it offered only a degree in mechanical engineering. By 1901, its curriculum had expanded to include electrical, civil, and chemical engineering. In 1948, the school changed its name to reflect its evolution from a trade school to a larger and more capable technical institute and research university. Today, Georgia Tech is organized into six colleges and contains about 31 departments/units, with emphasis on science and technology. I ...
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IEEE Computer Society
The Institute of Electrical and Electronics Engineers (IEEE) is a 501(c)(3) professional association for electronic engineering and electrical engineering (and associated disciplines) with its corporate office in New York City and its operations center in Piscataway, New Jersey. The mission of the IEEE is ''advancing technology for the benefit of humanity''. The IEEE was formed from the amalgamation of the American Institute of Electrical Engineers and the Institute of Radio Engineers in 1963. Due to its expansion of scope into so many related fields, it is simply referred to by the letters I-E-E-E (pronounced I-triple-E), except on legal business documents. , it is the world's largest association of technical professionals with more than 423,000 members in over 160 countries around the world. Its objectives are the educational and technical advancement of electrical and electronic engineering, telecommunications, computer engineering and similar disciplines. History Orig ...
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Digital Games Research Association
Digital Games Research Association (DiGRA) is a nonprofit international learned society whose work focuses on game studies and associated activities. DiGRA was formally established in 2003 in Finland. It is a leading academic organization in the field of digital games. Frans Mäyrä was the founding president from 2003 to 2006. DiGRA aims to coordinate activities related to academic research of games in different disciplines and in different parts of the world. For this purpose, several local chapters and special interest groups (SIGs) have been set up within DiGRA. Together with local organisers, DiGRA has so far produced eight conferences. DiGRA has also supported smaller regional conferences and, starting in 2014, DiGRA's conference is run annually. The published papers from these conferences are collected and made available online in the DiGRA digital library. Starting in 2013, DiGRA began publishing, in collaboration with Carnegie Mellon University's ETC Press, an open acc ...
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The Escapist (magazine)
''The Escapist'' (formerly known as ''Escapist Magazine'') is an American video game website and online magazine. First published as a weekly online magazine by Themis Media on July 12, 2005, ''The Escapist'' eventually pivoted to a traditional web journalism format. In 2018, ''Escapist Magazine'' launched Volume Two, a rehauled website in conjunction with its purchase by Enthusiast Gaming. The site name reverted to ''The Escapist'' in April 2020. Gamurs Group acquired the site in September 2022. History 2005–2011: Founding and popularity ''The Escapist'' was conceived as a PDF-format magazine by Themis Media, whose president Alexander Macris had previously found success with its sister site WarCry Network. Editor-in-chief Julianne Greer had not been involved in the gaming industry before ''The Escapist'', and had a background in marketing and new media. The premier issue featured pieces from well-known gaming-community authors including Jerry Holkins, Kieron Gillen, and Joh ...
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Terra Nova (blog)
Terra Nova was a collaborative blog for academics and professionals in game studies. It focused primarily on the study of virtual worlds. Started in 2003 by Edward Castronova, Julian Dibbell, Dan Hunter, and Greg Lastowka, Terra Nova initially focused heavily on research and questions surrounding real money trading (RMT) in online virtual worlds. Coverage later expanded to include impacts of gaming on culture, architecture and law. Terra Nova is cited in the traditional media on issues of gaming in virtual worlds, most notably issues regarding ''Second Life'' and ''World of Warcraft''. Various issues have been discussed, from the virtual economy of ''Star Wars Galaxies ''Star Wars Galaxies'' was a ''Star Wars'' themed massively multiplayer online role-playing game (MMORPG) for Microsoft Windows, developed by Sony Online Entertainment and published by LucasArts. Released on June 26, 2003, to much critical ac ...'' to the impact of learning in MMOs. Terra Nova's end was ...
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John Wiley & Sons
John Wiley & Sons, Inc., commonly known as Wiley (), is an American multinational publishing company founded in 1807 that focuses on academic publishing and instructional materials. The company produces books, journals, and encyclopedias, in print and electronically, as well as online products and services, training materials, and educational materials for undergraduate, graduate, and continuing education students. History The company was established in 1807 when Charles Wiley opened a print shop in Manhattan. The company was the publisher of 19th century American literary figures like James Fenimore Cooper, Washington Irving, Herman Melville, and Edgar Allan Poe, as well as of legal, religious, and other non-fiction titles. The firm took its current name in 1865. Wiley later shifted its focus to scientific, technical, and engineering subject areas, abandoning its literary interests. Wiley's son John (born in Flatbush, New York, October 4, 1808; died in East Orange, New Je ...
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New York Law School
New York Law School (NYLS) is a private law school in Tribeca, New York City. NYLS has a full-time day program and a part-time evening program. NYLS's faculty includes 54 full-time and 59 adjunct professors. Notable faculty members include Edward A. Purcell Jr., an authority on the history of the United States Supreme Court, and Nadine Strossen, constitutional law expert and president of the American Civil Liberties Union from 1991 to 2008. Prominent NYLS alumni include Maurice R. Greenberg, former Chairman and CEO of American International Group Inc. and current Chairman and CEO of C.V. Starr and Co. Inc.; Charles E. Phillips Jr., CEO of Infor and former President of Oracle; and Judith "Judge Judy" Sheindlin, New York family court judge, author, and television personality. Other past graduates include United States Supreme Court Justice John Marshall Harlan II and Wallace Stevens, the Pulitzer Prize-winning poet. According to ABA-required disclosures, 88.2% of the NYLS c ...
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Non-fiction
Nonfiction, or non-fiction, is any document or media content that attempts, in good faith, to provide information (and sometimes opinions) grounded only in facts and real life, rather than in imagination. Nonfiction is often associated with being presented more objectively, like historical, scientific, or otherwise straightforward and accurate information, but sometimes, can be presented more subjectively, like sincerely held beliefs and thoughts on a real-world topic. One prominent usage of nonfiction is as one of the two fundamental divisions of narrative (storytelling)—often, specifically, prose writing—in contrast to narrative fiction, which is largely populated by imaginary characters and events, though sometimes ambiguous regarding its basis in reality. Some typical examples of nonfiction include diaries, biographies, news stories, documentary films, textbooks, travel books, recipes, and scientific journals. While specific claims in a nonfiction work may p ...
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