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 |
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Authors: #WilliamSimsBainbridge
Publishers: #SpringerNature (Springer Nature)
Languages: #English
Format: #Paperback #eBook
Accessibility: #TextToSpeech #ScreenReader #EnhancedTypesetting
Year: #Year2009
Genres: #GameStudies
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Games:
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Misc:
#MMO (Massively Multiplayer Online)
#VirtualWorld (Virtual World)
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