Online Worlds: Convergence of the Real and the Virtual 2010 Edition Contributor(s): Bainbridge, William Sims (Editor) |
|
ISBN: 1848828241 ISBN-13: 9781848828247 Publisher: Springer OUR PRICE: $104.49 Product Type: Paperback - Other Formats Published: December 2009 Annotation: 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-centred computing. |
Additional Information |
BISAC Categories: - Computers | User Interfaces - Computers | Computer Graphics - Computers | Computer Science |
Dewey: 006.8 |
LCCN: 2009942130 |
Series: Human-Computer Interaction |
Physical Information: 0.7" H x 6" W x 9" (1.00 lbs) 318 pages |
Descriptions, Reviews, Etc. |
Publisher Description: 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 s- scribers. 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 acc- plished 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. |