Designing Virtual Worlds
CRC Press (Verlag)
978-1-032-25834-8 (ISBN)
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Designing Virtual Worlds, authored by a true pioneer, stands as the most comprehensive examination of virtual‑world design ever written. This seminal work is a tour de force, remarkable for its intellectual breadth, encompassing the literary, economic, sociological, psychological, physical, technological, and ethical foundations of virtual worlds. It provides readers with a profound, well‑grounded understanding of essential design principles.
This first volume of the second edition presents a rich, well‑developed exploration of the foundational concepts underpinning virtual worlds. Tracing the evolution of such games from their inception, it draws upon examples ranging from the earliest MUDs to todayʼs expansive MMORPGs. It elucidates fundamental design precepts often forgotten in the development of new games.
No other book on online games or virtual worlds matches the level of detail, historical context, and conceptual depth found in Designing Virtual Worlds.
Richard A. Bartle, Ph.D., co-wrote the first virtual world, MUD ("Multi-User Dungeon"), in 1978, thus being at the forefront of the online gaming industry from its very inception. A university professor working in both Artificial Intelligence and Game Design, he is an influential writer on all aspects of virtual worlds. As an independent consultant, his thoughts have influenced almost every major online gaming company over the past 40 years. Richard lives with his wife, Gail, in a village just outside Colchester, England. He works in virtual worlds.
Chapter 1 – Definitions, Chapter 2 – History: The Text Era, Chapter 3 – History: The Graphics Era, Chapter 4 – Characteristics, Chapter 5 – Content and Meaning, Chapter 6 – Development, Chapter 7 – Architecture, Chapter 8 – Interface, Chapter 9 – Backdrops, Chapter 10 – Demographics, Chapter 11 – Basic Player Types, Chapter 12 – Advanced Player Types, Chapter 13 – Pivot: The Hero’s Journey, Chapter 14 – Very Advanced Player Types, Chapter 15 – Immersion, Chapter 16 – Encouraging Immersion, Chapter 17 – Applying Player Types, Chapter 18 – Other Typologies, Chapter 19 – Community, Chapter 20 – Design and Community, Chapter 21 – Anthropology and Sociology, Chapter 22 – Psychology’s Take on Virtual Worlds, Chapter 23 – Virtual Worlds’ Take on Psychology, Chapter 24 – Rights, Chapter 25 – Interlude
| Erscheinungsdatum | 01.07.2025 |
|---|---|
| Zusatzinfo | 3 Tables, black and white; 23 Line drawings, black and white; 3 Halftones, black and white; 26 Illustrations, black and white |
| Verlagsort | London |
| Sprache | englisch |
| Maße | 178 x 254 mm |
| Themenwelt | Kunst / Musik / Theater |
| Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
| Informatik ► Software Entwicklung ► Spieleprogrammierung | |
| ISBN-10 | 1-032-25834-9 / 1032258349 |
| ISBN-13 | 978-1-032-25834-8 / 9781032258348 |
| Zustand | Neuware |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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