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Item Description Malaby, Thomas M. en_US 2010-06-17T20:45:44Z en_US 2010-06-17T20:45:44Z en_US 2006 en_US
dc.identifier.citation Malaby, Thomas M. 2006. Coding Control: Governance and Contigency in the Production of Online Worlds. First Monday 7. en_US
dc.identifier.issn 1396-0466 en_US
dc.identifier.other Former Mana'o EPrint ID109 en_US
dc.identifier.uri en_US
dc.description Refereed en_US
dc.description.abstract Approximately 11 million people worldwide regularly participate in persistent, graphically–realized, online virtual worlds (including EverQuest, Ultima Online, Second Life, and Lineage). Originally built on computer game platforms, these worlds are in many respects the most viable online arenas for broad–based social action; their participants pursue lasting social relations as well as globally consequential economic activities that elide the boundary between offline and online experience. Amidst this startling growth it is the producers of these worlds who are confronting in practical terms unprecedented challenges of governing what are in many cases fundamentally open–ended, yet architected, environments. How are they doing this, and in particular how are they developing their own position as those theoretically (if not effectively) in ultimate control? This article, based on ethnographic research at Linden Lab, the makers of Second Life, considers this question with respect to competing and continually changing ideas of Second Life’s content, a particularly unruly yet central concept in this virtual world’s ongoing governance. en_US
dc.relation en_US
dc.subject Linden Labs en_US
dc.subject Second Life en_US
dc.subject massively multi-player online games (MMOG) en_US
dc.subject content en_US
dc.subject commodification en_US
dc.subject governmentality en_US
dc.subject virtual worlds en_US
dc.subject.lcsh Ethnology en_US
dc.subject.lcsh US en_US
dc.title Coding Control: Governance and Contigency in the Production of Online Worlds en_US
dc.type Article en_US

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