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Online Worlds Convergence of the Real and the Virtual [Paperback]

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  • Category: Books (Computers)
  • ISBN-10:  1848828241
  • ISBN-10:  1848828241
  • ISBN-13:  9781848828247
  • ISBN-13:  9781848828247
  • Publisher:  Springer
  • Publisher:  Springer
  • Pages:  318
  • Pages:  318
  • Binding:  Paperback
  • Binding:  Paperback
  • Pub Date:  01-Feb-2009
  • Pub Date:  01-Feb-2009
  • SKU:  1848828241-11-SPRI
  • SKU:  1848828241-11-SPRI
  • Item ID: 100847644
  • List Price: $109.99
  • Seller: ShopSpell
  • Ships in: 5 business days
  • Transit time: Up to 5 business days
  • Delivery by: Jul 09 to Jul 11
  • Notes: Brand New Book. Order Now.
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.

Virtual worlds are on the rise, and they involve more than just playing games. This book examines the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that make them so popular.

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 exalS'
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