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Item Details
Title: ONLINE WORLDS: CONVERGENCE OF THE REAL AND THE VIRTUAL
By: William Sims Bainbridge (Editor)
Format: Paperback

List price: £109.99


We currently do not stock this item, please contact the publisher directly for further information.

ISBN 10: 1848828241
ISBN 13: 9781848828247
Publisher: SPRINGER LONDON LTD
Pub. date: 17 December, 2009
Series: Human-Computer Interaction Series
Pages: 318
Description: 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.
Synopsis: 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.
Illustrations: 46 Tables, color; 8 Tables, black and white; 4 Illustrations, color; 4
Publication: UK
Imprint: Springer London Ltd
Returns: Returnable
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