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 popular current example is World of Warcraft,
a massively multiplayer online game with eleven million subscribers. However,
other virtual worlds, notably Second Life, are not games at all but internet-
based collaboration contexts in which people can create virtual objects,
simulated architecture, and working groups.
This book brings together an international team of highly accomplished
authors to examine the phenomena of virtual worlds, using a range of theories
and methodologies to discover the principles that are making virtual worlds
increasingly popular, and which are establishing them as a major sector of
human-centered computing.
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