Item Details

Print View

Virtual Worlds [electronic resource]: Inside Online Games

Dallica Pictures (Firm)
Format
Video; Computer Resource; Online Video; Online
Summary
As online gaming companies position themselves to tap an entertainment market that is projected to explode, researchers question the safety of deeply immersive virtual worlds. In this program, MIT psychologist and sociologist Sherry Turkle; David Greenfield, author of Virtual Addiction; Richard Garriott, creator of Ultima Online; Brad McQuaid, co-creator of EverQuest; representatives of Sony Online Entertainment and Mythic Entertainment; Janet Murray, author of Hamlet on the Holodeck; and many others tackle some big questions: What makes these games so compelling? Are they clinically addictive? And do they promote violence? Additional topics include player demographics, the profit potential of the online gaming industry, and the future of TV in the era of interactive entertainment.
Release Date
2005
Run Time
52 min.
Language
English
Notes
  • Encoded with permission for digital streaming by Films Media Group on May 12, 2005.
  • Films on Demand is distributed by Films Media Group for Films for the Humanities & Sciences, Cambridge Educational, Meridian Education, and Shopware.
Variant Title
Inside online games
Contents
  • What is Role Playing? (2:53)
  • The First Computerized Games (2:52)
  • The New Media of Expression: Virtual Worlds (4:24)
  • Who Plays Video Games? (2:20)
  • Using Online Games to Make Friends (1:56)
  • Age, Race, and Gender in Online Gaming (4:21)
  • The Typical Character (2:07)
  • The Online Addiction (5:17)
  • The Psychology of Internet Addiction (2:45)
  • James and Liz Revisited (2:11)
  • Are Online Games Too Violent? (3:09)
  • What is the Market Capacity? (3:27)
  • The Next Level: Star Wars (2:29)
  • Virtual Coming of Age (6:20)
Published
New York, N.Y. : Films Media Group, [2005], c2002.
Publisher no.
30649 Films Media Group
Access Restriction
Access requires authentication through Films on Demand.
Description
1 streaming video file (52 min.) : sd., col., digital.
Mode of access: Internet.
System requirements: FOD playback platform.
Technical Details
  • Access in Virgo Classic
  • Staff View

    LEADER 03472ngm a2200553Ia 4500
    001 u6085752
    003 SIRSI
    005 20120926151047.0
    006 m|||| o||c| ||||||
    007 cr|cnannnuuuuu
    007 vz|czazuu
    008 110207s2005 nyu052| ||||| o|||vleng d
    028
    4
    0
    a| 30649 b| Films Media Group
    035
      
      
    a| 100030649
    035
      
      
    a| (OCoLC)707972590
    040
      
      
    a| AzPhAEM
    245
    0
    0
    a| Virtual worlds h| [electronic resource] : b| inside online games / c| Dallica Pictures (Firm)
    246
    3
      
    a| Inside online games
    260
    3
      
    a| New York, N.Y. : b| Films Media Group, c| [2005], c2002.
    300
      
      
    a| 1 streaming video file (52 min.) : b| sd., col., digital.
    500
      
      
    a| Encoded with permission for digital streaming by Films Media Group on May 12, 2005.
    500
      
      
    a| Films on Demand is distributed by Films Media Group for Films for the Humanities & Sciences, Cambridge Educational, Meridian Education, and Shopware.
    505
    0
      
    a| What is Role Playing? (2:53) -- The First Computerized Games (2:52) -- The New Media of Expression: Virtual Worlds (4:24) -- Who Plays Video Games? (2:20) -- Using Online Games to Make Friends (1:56) -- Age, Race, and Gender in Online Gaming (4:21) -- The Typical Character (2:07) -- The Online Addiction (5:17) -- The Psychology of Internet Addiction (2:45) -- James and Liz Revisited (2:11) -- Are Online Games Too Violent? (3:09) -- What is the Market Capacity? (3:27) -- The Next Level: Star Wars (2:29) -- Virtual Coming of Age (6:20)
    506
      
      
    a| Access requires authentication through Films on Demand.
    520
      
      
    a| As online gaming companies position themselves to tap an entertainment market that is projected to explode, researchers question the safety of deeply immersive virtual worlds. In this program, MIT psychologist and sociologist Sherry Turkle; David Greenfield, author of Virtual Addiction; Richard Garriott, creator of Ultima Online; Brad McQuaid, co-creator of EverQuest; representatives of Sony Online Entertainment and Mythic Entertainment; Janet Murray, author of Hamlet on the Holodeck; and many others tackle some big questions: What makes these games so compelling? Are they clinically addictive? And do they promote violence? Additional topics include player demographics, the profit potential of the online gaming industry, and the future of TV in the era of interactive entertainment.
    538
      
      
    a| Mode of access: Internet.
    538
      
      
    a| System requirements: FOD playback platform.
    650
      
    0
    a| Computer games.
    650
      
    0
    a| Computer graphics.
    650
      
    0
    a| Culture.
    650
      
    0
    a| Cyberspace x| Social aspects.
    650
      
    0
    a| Information society.
    650
      
    0
    a| Science x| Social aspects.
    650
      
    0
    a| Social change x| Technological aspects.
    650
      
    0
    a| Social structure.
    650
      
    0
    a| Technology and law.
    650
      
    0
    a| Technology x| Moral and ethical aspects.
    650
      
    0
    a| Technology x| Social aspects.
    655
      
    0
    a| Educational films.
    655
      
    0
    a| Internet videos.
    655
      
    7
    a| Videorecording. 2| local
    710
    2
      
    a| Dallica Pictures (Firm)
    710
    2
      
    a| Films for the Humanities & Sciences (Firm)
    710
    2
      
    a| Films Media Group.
    776
    0
    8
    i| Original produced: d| Dallica Pictures (Firm), 2002 z| 9780736551403
    856
    4
    0
    z| Part of the Films on Demand collection. u| http://proxy01.its.virginia.edu/login?url=http://digital.films.com/PortalPlaylists.aspx?aid=29178&xtid=30649
    596
      
      
    a| 1
    999
      
      
    a| XX(6085752.1) w| WEB i| 6085752-1001 l| INTERNET m| UVA-LIB t| INTERNET
▾See more
▴See less

Availability

Google Preview

Google Books Preview