Coming of age in Second Life
An anthropologist explores the virtually human
Bibliographic Data
| ID | 19944757 |
|---|---|
| Authors | CM Kelty (University of California, Irvine, corresponding author) |
| Year | 2009 |
| Volume | 46 |
| Issue | 10 |
| Pages | 46-5685-46-5685 |
| Publication date | 2009-06-01 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | REVIEW |
| Review of | Coming of Age in Second Life: An Anthropologist Explores the Virtually Human, Tom Boellstorff, 2008 |
| Venue | Choice Reviews Online (JOURNAL) |
| Journal identifiers | ISSN: 0009-4978 • E-ISSN: 1523-8253 |
| Publisher | American Library Association (PUBLISHER • US) |
| DOI | 10.5860/choice.46-5685 |
| OpenAlex | W1527516269 |
| Language | EN |
| Citations received | 1 |
Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen.Coming of Age in Second Lifeis the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Lifeshows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. © 2008 by Princeton University Press. All Rights Reserved
Aesthetics · Art · Avatar · Friendship · Frontier · Humanity · Identity (music) · Media studies · Metaverse · Parallel universe · Political science · Social science · Sociology · Thriving · Virtual reality · Computer Science · Digital Games and Media · Gothic Literature and Media Analysis · Law
Virtuality
Ethnographic Approaches to Digital Media
"Thank you, your English is very good also"
Human-computer interaction and sociological insight
Las reivindicaciones del Pueblo Maya
Сyberethnography
Aprender a acompañar a los atletas digitales amateurs mexicanos
Carceral and Colonial Memory During Pandemic Times in the Philippines
Moral Philosophy and the 'Ethical Turn' in Anthropology
From usernames to profiles
Digital Care
Ageing and the Transportal Home
A Genealogy of Critical Race and Digital Studies
What is ethnographic about digital ethnography? A sociological perspective
The digital Dasein of Chinese Rural Migrants
Toward feminist energy systems
At the German coalface
Negotiation of space in Second Life newbie interaction
Sutura2.0
Emergência Da Etnografia Multiespécies
Ethnography of Religious Instants
Should You Accept a Friends Request From Your Mother? And Other Filipino Dilemmas
Classical Music Goes Viral
Computational ethnography
Mundane data
Materializing Media Archaeologies
Hemerochronia, or, Take a Walk on the Wild Side of Time
Collective Re-Excavation and Lost Media from the Last Century of British Prehistoric Studies
Becoming Archaeological
Sacred realms in virtual worlds
Animating interaction
A figure game
The digitalia of everyday life
The personality of public documents
Ethnographic Research 2.0
Get the hammer out
Private messages from the field
Avatars Are For Real
Virtual Selves, Real Relationships
The Researcher as Experimental Subject
Virtual Subjectivities
The Alpha Human versus the Korean
Theorizing the Real in Social Robot Care Technologies in Japan
Ambiguity, Oscillation and Disorder
The Location of Digital Ethnography
Download Fever
Birds of the Internet
Moderating masculinity in women‐dominated digital spaces
Organizing Creativity
Cyberplace
Touching virtual trauma
Questioning "digital ethnography" in an era of ubiquitous computing
Cultural Geography and Videogames
Language, Discourse, and New Media
Security and Surveillance in Virtual Worlds
Researching hybrid learning communities in the digital age through educational ethnography
The road less travelled
Ethnography in a virtual world
Emerging digital media culture in Russia
The Ethnographic Moment
The global/local tension in the history of anthropology
“Je Suis Charlie” and the Digital Mediascape
Percentages and perchance
Towards Multi-Dimensional Ethnography
From the Space Station to the Sofa
Toxicity v. toxicity
The Contribution of Game Genre and Other Use Patterns to Problem Video Game Play among Adult Video Gamers
Introduction
Identity in a Virtual World
Archaeo-Ethnography, Auto-Archaeology
Performance and Becoming
Three Waves of Awkwardness
Blacks Deserve Bodies Too
Horny for Ghost
Where Do Virtual Worlds Come From
WoWing Alone
World of Whyville
Introduction
Leveling Up
Lessons From Whyville
Desires at Play
Knowing and Throwing Mudballs, Hearts, Pies, and Flowers
Playing with Character
When Life Mattered
The Promise of Play
Guild Wars 2 , the Frankfurt School and Dialectical Fairy Scenes
Your Second Selves
Muse and Power
Disciplinary (Per)Mutations of Ethnography
I Will Own You”
Mechanisms of Disclosure
Reconstructing Power in Second Life®
Out of this world
Hijab in the American workplace
Spatial extensions of childhood
Empathetic technologies
Visual identity in Facebook
Zombies ahead!’ A study of how hacked digital road signs destabilize the physical space of roadways
Second Italy
Technologies of the spouse
| Citation velocity | historical |
|---|---|
| Highly cited | No |