Designing Virtual Worlds: Volume I
Autor Richard A. Bartleen Limba Engleză Paperback – 7 aug 2025
This first volume 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 today's 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.
| Toate formatele și edițiile | Preț | Express |
|---|---|---|
| Paperback (1) | 408.19 lei 6-8 săpt. | |
| CRC Press – 7 aug 2025 | 408.19 lei 6-8 săpt. | |
| Hardback (1) | 1250.46 lei 38-44 zile | |
| CRC Press – 8 aug 2025 | 1250.46 lei 38-44 zile |
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Specificații
ISBN-13: 9781041174271
ISBN-10: 1041174276
Pagini: 576
Ilustrații: 52
Dimensiuni: 178 x 254 x 31 mm
Greutate: 1.07 kg
Ediția:2. Auflage
Editura: CRC Press
Colecția CRC Press
ISBN-10: 1041174276
Pagini: 576
Ilustrații: 52
Dimensiuni: 178 x 254 x 31 mm
Greutate: 1.07 kg
Ediția:2. Auflage
Editura: CRC Press
Colecția CRC Press
Public țintă
Professional Reference and Undergraduate AdvancedRecenzii
"It is impossible to understand the origins of today’s fully immersive online existence without reflecting on the achievements of Richard Bartle. He conceived internet-based co-location, then willed it into existence – as an undergraduate in a small British university. Like Bede at Yarrow, from a perch distant from the intellectual centers of his time, he wrote a book read by many, one that helped define the very idea of media-in-common. It is the book you are holding in your digital hands."
-- Edward Castronova, Professor of Media, Indiana University
"The long-awaited Second Edition of Designing Virtual Worlds contains a lifetime of wisdom about a question central to modern game design: how and why do people play together online? Bartle entertainingly intertwines history and psychology in a way that brings insight after insight to any student of online play."
-- Jesse Schell, author of The Art of Game Design: A Book of Lenses
"The first edition of Designing Virtual Worlds was a major work. The second edition is in many ways quite different, but is equally as important, updating the text for the modern day and bringing fresh insight to topics ranging from legal issues to player psychology. Its relevance extends well beyond games. It is an indispensable text for understanding the what, why, and how of online worlds."
-- Raph Koster, designer of Ultima Online and Star Wars Galaxies
-- Edward Castronova, Professor of Media, Indiana University
"The long-awaited Second Edition of Designing Virtual Worlds contains a lifetime of wisdom about a question central to modern game design: how and why do people play together online? Bartle entertainingly intertwines history and psychology in a way that brings insight after insight to any student of online play."
-- Jesse Schell, author of The Art of Game Design: A Book of Lenses
"The first edition of Designing Virtual Worlds was a major work. The second edition is in many ways quite different, but is equally as important, updating the text for the modern day and bringing fresh insight to topics ranging from legal issues to player psychology. Its relevance extends well beyond games. It is an indispensable text for understanding the what, why, and how of online worlds."
-- Raph Koster, designer of Ultima Online and Star Wars Galaxies
Notă biografică
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.
Cuprins
1. Definitions, 2. History: The Text Era, 3. History: The Graphics Era, 4. Characteristics, 5. Content and Meaning, 6. Development, 7. Architecture, 8. Interface, 9. Backdrops, 10. Demographics, 11. Basic Player Types, 12. Advanced Player Types, 13. Pivot: The Hero’s Journey, 14. Very Advanced Player Types, 15. Immersion, 16. Encouraging Immersion, 17. Applying Player Types, 18. Other Typologies, 19. Community, 20. Design and Community, 21. Anthropology and Sociology, 22. Psychology’s Take on Virtual Worlds, 23. Virtual Worlds’ Take on Psychology, 24. Rights, 25. Interlude
Descriere
Designing Virtual Worlds 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.