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Online Worlds: Convergence of the Real and the Virtual

Online Worlds: Convergence of the Real and the Virtual


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About the Book

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.


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Product Details
  • ISBN-13: 9781848828247
  • Publisher: Springer
  • Publisher Imprint: Springer
  • Depth: 19
  • Height: 229 mm
  • No of Pages: 318
  • Series Title: Human-Computer Interaction
  • Sub Title: Convergence of the Real and the Virtual
  • Width: 152 mm
  • ISBN-10: 1848828241
  • Publisher Date: 18 Dec 2009
  • Binding: Paperback
  • Edition: 2010 ed.
  • Language: English
  • Returnable: Y
  • Spine Width: 18 mm
  • Weight: 454 gr


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