Stay Awhile and Listen: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire - Book 1 invites readers to discover the origin of Blizzard North, a studio built by gamers, for gamers, and Blizzard Entertainment, a convergence of designers driven to rule their industry.
Composed from exhaustive research and hundreds of personal interviews, the Stay Awhile and Listen series divulges the fated meeting that brought the two Blizzards together, the clashes that tore them apart, and their transformation from grassroots democracy to corporate empire. At the center of it all—Diablo, a hack-and-slash adventure through the darkest recesses of Hell that changed online gaming forever.
David Craddock's Stay Awhile and Listen masterfully retells the tale of the game development Camelot created by the founders of Blizzard Entertainment. -Richard Garriott, creator of the Ultima series
Stay Awhile and Listen tells how passion, maxed-out credit cards and sleepless nights spawned a gaming phenomenon and unearths the game design secrets that made Diablo an enduring classic. -Tristan Donovan, author of Replay: The History of Video Games
A fascinating behind-the-scenes look at the storied history and development of Diablo and the early days of Blizzard Entertainment. -Dr. Ray Muzyka, co-founder of BioWare
Stay Awhile and Listen shows that there was a potent mixture of talent, opportunity, and personality that drove the meteoric rise of Blizzard Entertainment from its earliest days. I can't wait for the next installment. -Julian Gollop, creator of X-COM: UFO Defense
Craddock takes his time introducing each person, and by the time he explains their contribution, I felt like I knew them as human beings, not as developers--what they were like as kids, where they came from, and what their aspirations were. -Venture Beat
Stay Awhile and Listen is a rare and intriguing look into the people and experiences behind some of my favorite video games of all time. -Randy Pitchford, co-founder of Gearbox Software
Written for educators of all disciplines, this third edition of a bestseller provides real examples from K–12 teachers around the world on how Web tools allow students to learn more, create more, and communicate better. Updated with materials on Web publishing and information literacy, this resource opens up a new toolbox for both novice and tech-savvy educators, with how-to steps for teaching with:Weblogs Wikis Really Simple Syndication (RSS) feeds and aggregators Social bookmarking Online photo galleries Facebook, MySpace, and Twitter
This book takes you step-by-step through many fun and educational possibilities. Take advantage of several preloaded programming languages. Use the Raspberry Pi with Arduino. Create Internet-connected projects. Play with multimedia. With Raspberry Pi, you can do all of this and more.Get acquainted with hardware features on the Pi’s board Learn enough Linux to move around the operating system Pick up the basics of Python and Scratch—and start programming Draw graphics, play sounds, and handle mouse events with the Pygame framework Use the Pi’s input and output pins to do some hardware hacking Discover how Arduino and the Raspberry Pi complement each other Integrate USB webcams and other peripherals into your projects Create your own Pi-based web server with Python
Our purpose in writing this book is to help educate and train a new generation of marketing managers. We aim to train marketing engineers to translate concepts into context-specific operational decisions and actions using analytical, quantitative, and computer modeling techniques. We link theory to practice and practice to theory.
A Note from the Author:
Dear Marketing Engineering Revised Edition 2 User:
The several editions of Marketing Engineering that we have published since 1998 have been aimed at a fairly narrow, somewhat technical audience interested in bringing more scientific rigor to the marketing discipline. Versions of that book were adopted by more than 150 business schools on five continents. In 2007 we published Principles of Marketing Engineering to reach a broader, less technical audience. A key complement of that book, in response to user feedback, was Marketing Engineering for Excel (ME>XL), i.e., our Marketing Engineering software as an Excel Add-in. The response to that effort has been extremely positive and we have abandoned the original Marketing Engineering software platform, the one that produced the software complement to previous editions of this book.
Hence, as the note on the cover indicates, software is not included with the book. More importantly, when we reference software in the book, those references refer to a version of the software that is no longer available.
"I am very excited about this book. Finally marketing can exhibit its scientific muscle and move from opinions-based decision making to data-based decision making. I think this is a very important book that will spawn a new discipline within marketing."
Philip Kotler, Northwestern University
This book is simply written and filled with examples from many types of products and tests. It discusses the full range of testing options from quick studies with a few subjects to more formal tests with carefully designed controls. The authors discuss the place of usability laboratories in testing as well as the skills needed to conduct a test.
Included are forms to use or modify to conduct a usability test, as well as layouts of existing labs that will help the reader build his or her own.
Learn how to use and navigate Microsoft Office 365 a new revolutionary technology that allows users to work in the ‘virtual office’ in the cloud.
This visual guide covers the basics of the core applications. With plenty of screen prints, photographs and illustrations, this guide explores...What is the cloud? What is Office 365? What version to get, home, premium, student, professional etc Setting up a Microsoft Account Purchasing and Installing office 365 Applications Setting up and using Microsoft OneDrive: on PCs, iPads, tablets etc Office for Mobile Devices, type a document on the go with your iPad and sync it with your PC A look at the core office 365 applications Constructing professional looking documents with Word 2013 Creating presentations for your lessons, lectures, speeches or business presentations using PowerPoint 2013 Using Excel 2013 to create spreadsheets that analyse, present and manipulate data Keeping in touch with friends, family and colleagues using Microsoft Outlook 2013 Maintaining calendars and keeping appointments with Outlook Getting started with Microsoft Access databases and more...
Techniques are illustrated step by step using photography and screen prints throughout, together with concise, easy to follow text from an established expert in the field.
Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be.
By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application case studies.
* Substantive, illuminating coverage designed for technical and business readers and well-suited to the classroom.
* Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction, and other fields, and explains how they are being united in cohesive VR systems.
* Via a companion Web site, provides additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system.
There is also a small troubleshooter section in Chapter 3 of this book, with things to check if anything ever goes wrong. We also provide links to external websites to troubleshoot your Chromecast in more depth.
We have input a small key to make it easier to follow depending on your devices.
A: = PC, Mac or Chromebook.
B: = iphone, ipad or Android device.
We hope you find this book extremely useful, and thanks again for purchasing How to use a Chromecast by Kieron “Chromecast Apps” Phillips and Conrad “Chromecast Guide” Jackson.
Create a realistic or fantastical avatar Make gorgeous clothes and other luxury goods Build impressive homes and planned communities Develop whole islands Establish a social community and career Life.
Displaying some recipes titles below from the book:
Checking For User Permissions Before Updating or Inserting The Records in Oracle Forms.
An Example of Pre-Query and Post-Query Triggers in Oracle Forms With Using Display_Item to Highlight Dynamically.
Displaying Modal Window Messages in Oracle Forms Using Alerts.
Get_File_Name Usage in Oracle Forms 6i.
Creating, Stopping, Re-Starting and Deleting a Timer in Oracle Forms.
Writing Text File From A Tabular Block In Oracle Forms.
Populating Tabular Data Block Manually Using Cursor in Oracle Forms.
If Value Exists Then Query Else Allow Create New in Oracle Forms An Example.
Trigger Execution Sequence Of Oracle Forms.
Why And When To Use Pre-Update and Pre-Insert Triggers In Oracle Forms.
Some Useful Property Settings Explained Of Oracle Forms.
FRM-10001, FRM-10002, FRM-10003 Oracle Form Builder Error Solution.
Example of Get_File_Name Function in Oracle Forms.
Create Timer Example To Show Image Presentation in Oracle Forms.
See also: Create timer to display clock in Oracle Forms.
Moving From Top To Bottom in Detailed Block in Oracle Forms.
Date Picker Calendar For Oracle Forms 6i.
Pre-Update and Pre-Insert Trigger Examples For Oracle Forms.
Handling Tab Pages in Oracle Forms.
How To PLAY_SOUND in Oracle Forms.
Using Find_Alert and Show_Alert in Oracle Forms.
How To Use RUN_PRODUCT In Oracle Forms.
When Cathy Davidson and Duke University gave free iPods to the freshman class in 2003, critics said they were wasting their money. Yet when students in practically every discipline invented academic uses for their music players, suddenly the idea could be seen in a new light-as an innovative way to turn learning on its head.
This radical experiment is at the heart of Davidson's inspiring new book. Using cutting-edge research on the brain, she shows how "attention blindness" has produced one of our society's greatest challenges: while we've all acknowledged the great changes of the digital age, most of us still toil in schools and workplaces designed for the last century. Davidson introduces us to visionaries whose groundbreaking ideas-from schools with curriculums built around video games to companies that train workers using virtual environments-will open the doors to new ways of working and learning. A lively hybrid of Thomas Friedman and Norman Doidge, Now You See It is a refreshingly optimistic argument for a bold embrace of our connected, collaborative future.
rich representations of the ID literature concise theory summaries specific examples of how theory is applied to practice recommendations for future research a glossary of related terms a comprehensive list of references.
A perfect resource for instructional design and technology doctoral, masters and educational specialist certificate programs, The Instructional Design Knowledge Base provides students and scholars with a comprehensive background for ID practice and a foundation for future ID thinking.
In Design For How People Learn, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.
As a consequence of both the information rich environment and the technological capability, business is seen moving away from a fixed curriculum and toward providing information and instruction when it is needed. These changes bring about a window of opportunity establishing a dialogue that will provide for a richer understanding of learning and the instructional environment required to achieve that learning. The editors hope that this book is the beginning of the conversation and that it will serve to spur continued conversation between those involved in learning theory and those involved in the design of instruction.
*A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond.
*A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is
taught, especially to students with limited English abilities.
*A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged
totally in the online game Minecraft.
Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.
Have you just got your hands on one of these beautiful machines and don’t know where to start? Do you want to learn how to get more creative with it and create actual songs? Or do you want to become a Pocket Operator master? Then this book is for you.
Some of the topics that this book will cover is:
Tweaking a sound
Mastering the Mini drum machine
Making a song
Backing up patterns
Playing in different keys/scales
How to sync the PO-14 with external gear
Explanation of parameters
So what are you waiting for? Time to master your Pocket Operator!
Many entry level instructional designers and students enrolled in related academic programs indicate they are better prepared to accomplish the challenging work of creating effective training and education materials after they have a thorough understanding of the ADDIE principles. However, a survey of instructional development applications indicate that the overwhelming majority of instructional design models are based on ADDIE, often do not present the ADDIE origins as part of their content, and are poorly applied by people unfamiliar with the ADDIE paradigm.
The purpose of this book is to focus on fundamental ADDIE principles, written with a minimum of professional jargon. This is not an attempt to debate scholars or other educational professionals on the finer points of instructional design, however, the book's content is based on sound doctrine and supported by valid empirical research. The only bias toward the topic is that generic terms will be used as often as possible in order to make it easy for the reader to apply the concepts in the book to other specific situations.
To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential.
Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Few educators have time to find online learning resources that engage and allow students’ creative content expression while meeting core area standards. Discover 20 free tools—flexible enough for kindergarten through high school use—and learn how to leverage technology to transform your classroom. More than a “how-to” guide, you’ll receive access to a web site with videos for richer, in-depth exploration, an online community where you can connect and collaborate with educators, and advice, tips, tricks, and bite-sized anecdotes from ed tech leaders.
This is a must-have resource for all K-12 teachers and administrators who want to really make the best use of available technologies. Written by Doug Johnson, an expert in educational technology, The Classroom Teacher's Technology Survival Guide is replete with practical tips teachers can easily use to engage their students and make their classrooms places where both students and teachers will enjoy learning.Covers the most up-to-date technologies and how they can best be used in the classroom Includes advice on upgrading time-tested educational strategies using technology Talks about managing "disruptive technologies" in the classroom Includes a wealth of illustrative examples, helpful suggestions, and practical tips
This timely book provides a commonsense approach to choosing and using educational technology to enhance learning.
It's a no-brainer! You'll learn how to:Create design mockups that meet the project goals Add images and multimedia with HTML Style text, lists, links, and forms with CSS Integrate HTML and CSS for layout Improve your site's search engine ranking Code HTML for e-mail
Simple enough for a beginner, but challenging enough for an intermediate user, Web Design Demystified gives you the tools you need to create successful websites.
Teach yourself how to navigate and use the most radical redesign of Windows in Microsoft’s history.
With plenty of screen prints, photographs and illustrations, this guide exploresSetting up your computer Navigating around the windows 8.1 using the start screen Windows 8.1’s features, menus, charms and utilities Transferring your files from your old machine Using the desktop and running applications Backing up your important data with filehistory Antivirus and internet safety Downloading & watching videos Downloading & listening to music Staying in touch friends, family and colleagues using Mail & Calendar Getting started with SkyDrive Storing, organising and manipulating your photos, putting them into albums or slideshows to show to friends or post on social media Maintaining Windows 8.1, optimizing drives, scanning drives for errors and more...
Techniques are illustrated step by step using photography and screen prints throughout, together with concise, easy to follow text from an established expert in the field.
Whether you have just bought your first computer, laptop or are a keen computer user who has just upgraded to Windows 8.1, this book will provide you with a firm grasp of the underpinning foundations and equip you with the skills needed to use a computer like an expert.
-the position of on-line learning in the development of the information society;
-developments in virtual organisations, virtual institutes and virtual laboratories;
-creation and development of interactive and adaptive context-aware learning environments using intelligent agents and cognitive style match;
-integrating collaborative learning and collective competencies into on-line learning practices;
-creation and development of e-learning portals, and concerns with inter-operability;
-uses of on-line learning environments in diverse subjects, such as environmental education, mathematics and ICT;
-changes with educational organisation and the impact of culture and culturation;
-the role of case studies and models in teacher development of practice;
-educational uses of broadcasting and web-based technology;
-creation and development of assessment and computerised examination systems in on-line learning environments;
-the role of team work, team learning and team teaching in on-line learning environments used for work-based purposes;
-the role of on-line learning environments in parent-child relationships and rehabilitation situations;
-a focus on shifts in female enrolment in computer science courses;
-theories and concepts of telE-learning (including the application of activity theory and situated learning theory to on-line delivery and learning);
-developments in appropriate research methodologies for on-line learning environments.
TelE-LEARNING: The Challenge for the Third Millennium contains the edited proceedings of Stream 3 of the 17th World Computer Congress, which was sponsored by the International Federation for Information Processing (IFIP) and held in Montréal, Québec, Canada in August 2002.
Marc Prensky, who first coined the terms "digital natives" and "digital immigrants," presents an innovative model that promotes student learning through the use of technology. Discover how to implement partnership learning, in which:
Digitally literate students specialize in content finding, analysis, and presentation via multiple media Teachers specialize in guiding student learning, providing questions and context, designing instruction, and assessing quality Administrators support, organize, and facilitate the process schoolwide Technology becomes a tool that students use for learning essential skills and "getting things done"
'This book is an important contribution to the development of E-learning because its account of the research always begins with the context of learning from which the exploitation of technology can be viewed. The authors help us understand that technology affords new kinds of relationship between the learner and what is learned, and how it is learned. With this rich understanding, the book is able to build the wide-ranging research foundation on which the field can move forward' - Diana Laurillard, Institute of Education, University of London
'A comprehensive and compelling resource that provides a global perspective on a development that is transforming higher education' - David Pilsbury, Chief Executive, Worldwide Universities Network
'Unlike many how-to books on the topic...this work focuses on research for educators and others interested in how technology enhances or diminishes learning. Highly Recommended' - Choice Magazine
This handbook provides a state-of-the-art, in-depth account of research in the rapidly expanding field of E-learning. The first of its kind, it provides reviews of over 20 areas in E-learning research by experts in the field, and provides a critical account of the best work to date. The contributors cover the basics of the discipline, as well as new theoretical perspectives. Areas of research covered by the Handbook include:
- Contexts for researching e-learning
- Theory and policy
- Language and literacy
- Design issues
- History of the field
The editors' introduction and many of the chapters show how multiple aspects of E-learning interact. The introduction also provides a new model for researching the field.
This book is relevant for everyone in higher education, from undergraduate to faculty, as well as university administrators involved in providing E-learning. It will provide a research background for higher education, including universities, training colleges, and community colleges. It will also be relevant to those involved in any research and developmental aspect of E-learning - corporate trainers and those involved in online programs at secondary school or in virtual high schools.
Whether you are a lecturer, researcher or programme designer, this is an essential read.
Richard Andrews is Professor in English at the Institute of Education, University of London and Visiting Professor at New York University's Steinhardt School of Education, Culture and Human Development.
Caroline Haythornthwaite is Associate Professor at the Graduate School of Library and Information Science at the University of Illinois at Urbana-Champaign.
The authors in Telecommuting and Virtual Offices: Issues and Opportunities present usable research and advice on many of these issues.
Each site is accompanied by a site summary that describes the site contents and usefulness to geography teachers and school library media specialists. Site subjects include: Urban Landscapes, Volcanoes and Earthquakes, Weather, The U.S. Census, and the World Wildlife Fund Global Network. The questions and activities that follow are designed to develop critical thinking skills for both oral and written presentations. An appendix of additional geography resources includes Internet addresses for approximately 25 sites relating to maps, primary sources, and critical thinking. This will provide teachers and librarians with even more resources for developing lessons to help each student meet all 18 of the National Geography Standards.
Two themes are central: the use of technology as a scaffold for learning, and the use of technology to promote argumentation and reasoning. Collaboration among peers is a key element in both of these strands. These foci highlight, respectively, a key element in the design of technology-based learning environments and a key outcome that can result from online instruction/learning. As a whole, the volume addresses some of the core issues in using technology to support collaborative learning, reasoning, and argumentation.
These emerging issues have created an urgent need for a practical book grounded in comprehensive scholarship that addresses the policy-vacuum and provides practical educational responses to cyber-bullying. Written by one of the few experts on the topic Cyber-Bullying develops guidelines for teachers, head teachers and administrators regarding the extent of their obligations to prevent and reduce cyber-bullying. The book also highlights ways in which schools can network with parents, police, technology providers and community organizations to provide support systems for victims (and perpetrators) of cyber-bullying.
Digital technologies are an everyday part of life for students and Understanding Digital Literacies explores the ways in which they can be used in schools. Carrington and Robinson provide an insight into the research on digital technologies, stressing its relevance for schools, and suggest ways to develop new, more relevant pedagogies, particularly for social learning, literacy and literate practices. With a practical focus, the examples and issues explored in this book will help you to analyse your own practice and to carry out your own small-scale research projects.
Explaining the theoretical issues and demonstrating their practical implementation, this topical book will be an essential resource to new student teachers on undergraduate and PGCE courses, and those returning to postgraduate study.
• Essential questions at the start of each chapter to get you thinking about the big ideas
• A chapter on each of the nine essential cloud-based tools--ePaper and eBooks; digital notebooks; social bookmarking; cloud syncing; cloud writing apps; blogging and microblogging; wikis and website builders; online graphic organizers and mind maps; and cartoons and infographics
• A wide variety of practical ways to use each tool in the classroom
• Alignments to the Common Core State Standards in writing
• Level Up Learning--a special section at the end of each chapter to help you review, reflect on, and apply what you’ve learned
• Writing tips to help you make the best use of the tools and avoid common pitfalls
• A glossary of key terms discussed in the book
• Useful appendices, including reproducible material for your classroom
No matter what grade level you teach or how much tech experience you have, you will benefit from Vicki’s compelling and practical ideas. As she emphasizes throughout this essential book, teaching with cloud-based tools has never been easier, more convenient, or more important than right now.
“Reimagining school and creating more schools like the iSchool must be our highest national priority. All students need to graduate from high school and college ‘innovation-ready,’ as well as prepared for the complex challenges of continuous learning and citizenship in the 21st century. Time is running short. I urge you to read this book with urgency.”
—From the Foreword by Tony Wagner, expert in residence at the Harvard University Innovation Lab, founder and co-director of the Change Leadership Group at the Harvard Graduate School of Education
"Public education mistakenly relies on a 19-century model to teach kids in the 21st century. Moss Brown and Berger decided to change this by opening the iSchool in New York City and creating a whole new approach to how schools work. They succeeded wildly, and having walked the walk, they now talk the talk so others can follow on the trail they blazed.”
—Joel Klein, former Chancellor of the New York City Department of Education (2002–2011)
“Those who strive to create or transform a school will learn much from the shining example of these two fearless principals. As learning contexts change with the rising tides of technology, Moss and Berger focus above all on human and intellectual growth in schools. Their NYC iSchool offers hope for increasing imagination, equity, and depth in the face of the gathering storm of standardization.”
—Kathleen Cushman, co-founder of What Kids Can Do and author ofThe Motivation Equation
“Moss Brown and Berger launched one of the first schools to blend personalized instruction and community-connected engaging projects. Anyone interested in a picture of next-generation learning and the inside story of creating a great school should read this book.”
—Tom Van der Ark, CEO of Getting Smart
Mary Moss Brown and Alisa Berger are the founding co-principals of the NYC iSchool and are currently working as the founding partners in Novare Schools, a consulting group that focuses on school leader coaching, school design, innovation, and transformation.
This book also addresses the needs of people new to the field who require information in a hurry. Chapter 3 serves as a guide to generating a 3D model by reviewing scanning methodology, the various types of software available to create a model and the steps needed to insure a useful printed object from the 3D model. The chapter has numerous references which, together with the information in the text, will help one find quickly any additional information available on the internet.
Keywords: 3D Printing, 3D Software, 3D Hardware, Printing Materials, Scanning, 3D Modeling, Jewelry, Medicine, Housing, Space
Whether you have just bought your first computer or laptop or are a keen computer user, this book will provide you with a firm grasp of the underpinning foundations and equip you with the skills needed to use a computer like an expert.
This book will help you get up to speed with the essentials of game development with Android. The book begins by teaching you the setup of a game development environment on a fundamental level. Moving on, the book deals with concepts such as building a home screen UI, implementing game objects, and painting the scene at a fixed resolution. Gradually, it builds up to the implementation of a flexible and advanced game engine that uses OpenGL ES 2 for fast, smooth frame rates. This is achieved by starting with a simple game and gradually increasing the complexity of the three complete games built step by step. By the end of the book, you will have successfully built three exciting games over the course of three engrossing and insightful projects.
The goal of this work is to assess the contribution of the latest models and corrections to the SLR-derived parameters, to enhance the quality and reliability of the SLR-derived products, and to propose a new approach of orbit parameterization for low orbiting geodetic satellites. The impact of orbit perturbations is studied in detail, including perturbing forces of gravitational origin (Earth's gravity field, ocean and atmosphere tides) and perturbing forces of non-gravitational origin (atmospheric drag, the Yarkovsky effect, albedo and Earth's infrared radiation pressure).
A multi-satellite combined solution is obtained using SLR observations to LAGEOS-1, LAGEOS-2, Starlette, Stella, and AJISAI. The quality of the SLR-derived parameters from the combined solution is compared with external solutions. The Earth rotation parameters are compared to the IERS-08-C04 series and the GNSS-derived series, whereas the time variable Earth's gravity field coefficients are compared to the CHAMP and GRACE-derived results.
— Julian Dibbell, Wired
"World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf."
— William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds “ Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures. Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars. . . . the best ethnography of a single virtual world produced so far.”
— Lisa Nakamura, University of Illinois
World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers— officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants.
In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes.
Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.
Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design.
Cover art by Jessica Damsky