作者: Kurt Reymers , None
关键词: Social constructionism 、 World Wide Web 、 Affordance 、 Negotiation 、 Computer science 、 Irrationality 、 Metaverse 、 The Internet 、 New media 、 Contingency
摘要: In Making Virtual Worlds: Linden Lab and Second Life, Thomas Malaby addresses why virtual worlds matter, with a critical eye to the connection between “real world” of “virtual it has created called Life. seeks out in this ethnographic account processes that govern both worlds, affordances they provide their human agents (or “users,” respectively), how games are employed engage nonvertical models bureaucratic institutional organization anathema ideals 1960s which internet, ultimately emerged. One chief methods identifies for establishing order governance within world Life its maker, Lab, involves transition from traditionally executed norms cultural rules workplace (negotiated through traditional media) use what been “code/space” (Kitchin Dodge 2006). Institutionally, meant turn memos, face-to-face meetings, other vertical, “top-down” communication at software product Jira, is “designed help group people keep track development allows relatively straightforward coding further tools can be layered onto make information tracks” (Malaby 2009:68). Individually, “games,” or elements contingency indeterminacy, negotiate new media platforms used convey tasks strategies necessary create world, itself kind game. “Games,” says Malaby, “are socially constructed by shared commitment legitimacy as contrived spaces where indeterminate outcomes unfold” (p. 85). This injects an intentionally irrational element unpredictability into business Lab. He describes during his time there constantly teetering success failure. irrationality (in Weberian sense) unpredictability,