ONLINE WORLDS: CONVERGENCE OF THE REAL AND THE VIRTUAL

William Sims Bainbridge



 

Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million subscribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups.


Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly accomplished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Paperback

9781848828247

2009

326

English

eBook

N/A

2009

326

 

TAGS


Authors: #WilliamSimsBainbridge

Publishers: #SpringerNature (Springer Nature)

Languages: #English

Format: #Paperback #eBook

Accessibility: #TextToSpeech #ScreenReader #EnhancedTypesetting

Year: #Year2009

Genres: #GameStudies


Companies:

N/A


Public Figures:

N/A


Games:

N/A


Misc:

#MMO (Massively Multiplayer Online)

#VirtualWorld (Virtual World)



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