Knowledge (XXG)

Virtual world

Source 📝

589:
outside of the virtual world. Thus, virtual worlds allow for users to flourish within the world and possibly become addicted to their new virtual life which may create a challenge as far as dealing with others and in emotionally surviving within their real lives. One reason for this freedom of exploration can be attributed to the anonymity that virtual worlds provide. It gives the individual the ability to be free from social norms, family pressures or expectations they may face in their personal real world lives. The avatar persona experiences an experience similar to an escape from reality like drug or alcohol usage for numbing pain or hiding behind it. The avatar no longer represents a simple tool or mechanism manipulated in cyberspace. Instead, it has become the individual's bridge between the physical and virtual world, a conduit through which to express oneself among other social actors. The avatar becomes the person's alter ego; the vehicle to which one utilizes to exist among others who are all seeking the same satisfaction.
600:. Specifically, this research investigates whether or not virtual environments are adequate learning tools in regards to real-world navigation. Psychologists at Saint Michael's College found that video game experience corresponded with ability to navigate virtual environments and complete objectives; however, that experience did not correlate with an increased ability to navigate real, physical environments. An extensive study at the University of Washington conducted multiple experiments involving virtual navigation. One experiment had two groups of subjects, the first of which examined maps of a virtual environment, and the second of which navigated the virtual environment. The groups of subjects then completed an objective in the virtual environment. There was little difference between the two groups' performances, and what difference there was, it was in favor of the map-users. The test subjects, though, were generally unfamiliar with the virtual world 522:. The creation of fantastic places is also a reoccurring theme in the geographic study of virtual worlds, although, perhaps counterintuitively, the heaviest users of virtual worlds often downgrade the sensory stimuli of the world's fantastic places in order to make themselves more efficient at core tasks in the world, such as killing monsters. However, the geographic component of some worlds may only be a geographic veneer atop an otherwise nonspatial core structure. For instance, while imposing geographic constraints upon users when they quest for items, these constraints may be removed when they sell items in a geographically unconstrained auction house. In this way, virtual worlds may provide a glimpse into what the future economic geography of the physical world may be like as more and more goods become digital. 593:
one is ashamed, insecure, lost or just looking for something different and stimulating to engage in, virtual worlds are the perfect environment for its users. A person has unlimited access to an infinite array of opportunities to fulfill every fantasy, grant every wish, or satisfy every desire. He or she can face any fear or conquer any enemy, all at the click of a mouse (Toronto, 2009). Ultimately, virtual worlds are the place to go when real life becomes overbearing or boring. While in real life individuals hesitate to communicate their true opinions, it is easier to do so online because they do not ever have to meet the people they are talking with (Toronto, 2009). Thus, virtual worlds are basically a psychological escape.
439:
as a result of the choices that players make under the scarcity of real and virtual resources such as time or currency. Participants have a limited time in the virtual world, as in the real world, which they must divide between task such as collecting resources, practicing trade skills, or engaging in less productive fun play. The choices they make in their interaction with the virtual world, along with the mechanics of trade and wealth acquisition, dictate the relative values of items in the economy. The economy in virtual worlds is typically driven by in-game needs such as equipment, food, or trade goods. Virtual economies like that of
714:
products. Players cannot actually purchase a product but having these “virtual stores” is a way of accessing a different clientele and customer demographic. The use of advertising within "virtual worlds" is a relatively new idea. This is because Virtual Worlds is a relatively new technology. Before companies would use an advertising company to promote their products. With the introduction of the prospect of commercial success within a Virtual World, companies can reduce cost and time constraints by keeping this "in-house". An obvious advantage is that it will reduce any costs and restrictions that could come into play in the real world.
443:, however, are almost entirely player-produced with very little link to in-game needs. While the relevance of virtual world economics to physical world economics has been questioned, it has been shown the users of virtual worlds respond to economic stimuli (such as the law of supply and demand) in the same way that people do in the physical world. In fact, there are often very direct corollaries between physical world economic decisions and virtual world economic decisions, such as the decision by prisoners of war in World War II to adopt cigarettes as currency and the adoption of Stones of Jordan as currency in 682:
walking, running, dancing, sailing, fishing, swimming, surfing, flying, skiing, gardening, exploring and other physical activities which their illnesses or disabilities prevent them from doing in real life. They may also be able to socialize, form friendships and relationships much more easily and avoid the stigma and other obstacles which would normally be attached to their disabilities. This can be much more constructive, emotionally satisfying and mentally fulfilling than passive pastimes such as television watching, playing computer games, reading or more conventional types of internet use.
673:
rules, topics, jokes, and even language. Members of such communities can find like-minded people to interact with, whether this be through a shared passion, the wish to share information, or a desire to meet new people and experience new things. Users may develop personalities within the community adapted to the particular world they are interacting with, which can impact the way they think and act. Internet friendships and participation online communities tend to complement existing friendships and civic participation rather than replacing or diminishing such interactions.
204:. Such devices are characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, in particular the multi-user online environments, emerged mostly independently of this research, fueled instead by the gaming industry but drawing on similar inspiration. While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an immersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive experience. 701:, /dance is the emote for a dance move which a player in the virtual world can "emote" quite simply. And a familiarization with said or similar "emotes" or social skills (such as, encouragement, gratitude, problem-solving, and even kissing) in the virtual world via avatar can make the assimilation to similar forms of expression, socialization, interaction in real life smooth. Interaction with humans through avatars in the virtual world has potential to seriously expand the mechanics of one's interaction with real-life interactions. 348:"A simulated environment where many agents can virtually interact with each other, act and react to things, phenomena and the environment; agents can be zero or many human(s), each represented by many entities called a virtual self (an avatar), or many software agents; all action/reaction/interaction must happen in a real-time shared spatiotemporal nonpausable virtual environment; the environment may consist of many data spaces, but the collection of data spaces should constitute a shared data space, one persistent shard" 338:"A virtual world is something with the following characteristics: It operates using an underlying automated rule set—its physics; Each player represents an individual "in" the virtual world-that player’s character; Interaction with the world takes place in real time—if you do something, it happens pretty much when you do it; The world is shared-other people can play in the same world at the same time as you; The world is persistent-it’s still there when you’re not; It’s not the real world" 726:
held. This can be useful for a variety of reasons. Players can conduct business with companies on the other side of the world, so there are no geographical limitations, it can increase company productivity. Knowing that there is an area where help is on hand can aid the employees. Sun Microsystems have created an island in Second Life dedicated for the sole use of their employees. This is a place where people can go and seek help, exchange new ideas or to advertise a new product.
934:
Having the option to be able to attend a presentation via a virtual world from home or from their workplace, can help the user to be more at ease and comfortable. Although virtual worlds are used as an alternative method of communicating and interacting with students and teachers, a sense of isolation can occur such as losing certain body language cues and other more personal aspects that one would achieve if they were face to face.
899:
give teachers the opportunity to have a greater level of student participation. It allows users to be able to carry out tasks that could be difficult in the real world due to constraints and restrictions, such as cost, scheduling or location. Virtual worlds have the capability to adapt and grow to different user needs, for example, classroom teachers are able to use virtual worlds in their classroom leveraging their
564: 48: 644:) for the sake of reducing the frequency of less-than-fluid graphics instances in the navigation of virtual worlds. However, in part for this reason, a growing number of virtual world engines, especially serving children, are entirely browser-based requiring no software down loads or specialized computer hardware. The first virtual world of this kind was 376:(MMOGs) games in which a large number of players interact within a virtual world. The concept of MMO has spread to other game types such as sports, real-time strategy and others. The persistence criterion is the only criterion that separates virtual worlds from video games, meaning that some MMO versions of RTS and FPS games resemble virtual worlds; 246:, was released in 1978. The acronym originally stood for Multi-User Dungeon, but later also came to mean Multi-User Dimension and Multi-User Domain. A MUD is a virtual world with many players interacting in real time. The early versions were text-based, offering only limited graphical representation and often using a 604:, likely leading to some impaired navigation, and thus bias in the yielded analysis of the experiments. The study concluded that the interface objects made natural navigation movements impossible, and perhaps less intrusive controls for the virtual environment would reduce the effect of the impairment. 860:
have semi-infinite procedurally generated worlds that allow players to optionally create their own world without other players, and then combine skills from the game to work together with other players and create bigger and more intricate environments. These environments can then be accessed by other
721:
Using virtual worlds as a tool allows companies to test user reaction and give them feedback on products. This can be crucial as it will give the companies an insight as to what the market and customers want from new products, which can give them a competitive edge. Competitive edge is crucial in the
713:
Many companies and organizations now incorporate virtual worlds as a new form of advertising. There are many advantages to using these methods of commercialization. An example of this would be Apple creating an online store within Second Life. This allows the users to browse the latest and innovative
450:
The value of objects in a virtual economy is usually linked to their usefulness and the difficulty of obtaining them. The investment of real world resources (time, membership fees, etc.) in acquisition of wealth in a virtual economy may contribute to the real world value of virtual objects. This real
438:
is the emergent property of the interaction between participants in a virtual world. While the designers have a great deal of control over the economy by the encoded mechanics of trade, it is nonetheless the actions of players that define the economic conditions of a virtual world. The economy arises
681:
Disabled or chronically invalided people of any age can benefit enormously from experiencing the mental and emotional freedom gained by temporarily leaving their disabilities behind and doing, through the medium of their avatars, things as simple and potentially accessible to able, healthy people as
624:
are manufactured and distributed for 2-dimensional UI navigation, the lack of 3D-capable HID usage among most virtual world users is likely due to both the lack of penetration of 3D-capable devices into non-niche, non-gaming markets as well as the generally higher pricing of such devices compared to
898:
Virtual worlds represent a powerful new medium for instruction and education that presents many opportunities but also some challenges. Persistence allows for continuing and growing social interactions, which themselves can serve as a basis for collaborative education. The use of virtual worlds can
725:
Another use of virtual worlds business is where players can create a gathering place. Many businesses can now be involved in business-to-business commercial activity and will create a specific area within a virtual world to carry out their business. Within this space all relevant information can be
793:
Instances of real world theft from a virtual world do exist, Eve Online had an incident where a bank controller stole around 200bn credits and exchanged them for real world cash amounting to £3,115. The player in question has now been suspended as trading in-game cash for real money is against Eve
789:
In some instances, virtual worlds do not need established rules of conduct because actions such as ‘killing’ another avatar is impossible. However, if needed to, rule breakers can be punished with fines being payable through their virtual bank account, alternatively a players suspension may be put
592:
While greatly facilitating ease of interaction across time and geographic boundaries, the virtual world presents an unreal environment with instant connection and gratification. Online encounters are employed as seemingly fulfilling alternatives to “live person” relationships (Toronto, 2009). When
588:
or a comfort zone in entering these virtual worlds, as well as a sense of acceptance and freedom. Virtual worlds allow users to freely explore many facets of their personalities in ways that are not easily available to them in real life. However, users may not be able to apply this new information
313:
with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in
933:
Virtual worlds allow users with specific needs and requirements to access and use the same learning materials from home as they would receive if they were physically present. Virtual worlds can help users stay up to date with relevant information and needs while also feeling as they are involved.
729:
According to trade media company Virtual Worlds Management, commercial investments in the "virtual worlds" sector were in excess of US$ 425 million in Q4 2007, and totaled US$ 184 million in Q1 2008. However, the selection process for defining a "virtual worlds" company in this context has been
672:
Although the social interactions of participants in virtual worlds are often viewed in the context of 3D games, other forms of interaction are common as well, including forums, blogs, wikis, chatrooms, instant messaging, and video-conferences. Communities are born in places which have their own
513:
is an important design component over which the developers of virtual worlds have control and may choose to alter. Virtual worlds are, at least superficially, digital instantiations of three-dimensional space. As a result, considerations of geography in virtual worlds (such as World of Warcraft)
914:
Multi-user virtual worlds with easy-to-use affordances for building are useful in project-based learning. For example, Active Worlds is used to support classroom teachers in Virginia Beach City Public Schools, the out-of-school NASA RealWorld-InWorld Engineering Design Challenge, and many after
693:
for example) to create a comfortable and safe environment which can expand their situation, experience interactions (when the involvement of a multiple cultures and players from around the world is factored in) they may not have been able to experience without a virtual world, healthy or sick.
1021:
Virtual training content resembles traditional tutorials and testing of user knowledge. Despite the lack of face to face contact and impaired social linking, learning efficiency may not be adversely affected as adults need autonomy in learning and are more self-directed than younger students.
751:
for a profit. In July 2007, residents of Second Life crowded around the ATM's in an unsuccessful attempt to withdraw their money. After a few days the ATM's along with the banks disappeared altogether. Around $ 700,000 in real world money was reported missing from residents in Second Life. An
738:
A number of virtual worlds have incorporated systems for sale of goods through virtual interfaces and using virtual currencies. Transfers of in-world credits typically are not bound by laws governing commerce. Such transactions may lack the oversight and protections associated with real-world
358:; in other words, the world must continue to exist even after a user exits the world, and user-made changes to the world should be preserved. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, 709:
As businesses compete in the real world, they also compete in virtual worlds. As there has been an increase in the buying and selling of products online (e-commerce) this twinned with the rise in the popularity of the internet, has forced businesses to adjust to accommodate the new market.
2659: 915:
school and in school programs in EDUni-NY. Projects range from tightly scaffolded reflection spaces to open building based on student-centered designs. New York Museums AMNH and NYSci have used the medium to support STEM learning experiences for their program participants.
570: 569: 566: 565: 571: 530:
Virtual spaces can serve a variety of research and educational goals and may be useful for examining human behaviour. Offline- and virtual-world personalities differ from each other but are nevertheless significantly related which has a number of implications for
76:
and independently explore the virtual world, participate in its activities, and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to
560:.net has also been published in the book "Connected Play: Tweens in a Virtual World" Authored by Yasmin B. Kafai, Deborah A. Fields, and Mizuko Ito. Several other research publications now specifically address the use of virtual worlds for education. 568: 1319:
Virtual worlds may increasingly function as centers of commerce, trade, and business. Virtual asset trade is massive and growing; e.g., Second Life revenue reached approximately 7 million US Dollars per month, in 2011. Real world firms, such as
555:
for example have funded research into virtual worlds including, for example, how preteens explore and share information about reproductive health. A larger set of studies on children's social and political use of the virtual world
550:
Given the large engagement, especially of young children in virtual worlds, there has been a steady growth in research studies involving the social, educational and even emotional impact of virtual worlds on children. The
1285:, set in a virtual world in which a man searches for his girlfriend, believed to be dead, but in fact still alive within the world called "Planet B". The series is the biggest-ever commission for an original drama series. 3498: 2542:
McCreery, Michael Patrick. UNLV University Libraries. University of Nevada, Las Vegas. "Personality, Presence, And The Virtual Self: A Fivefactor Model Approach To Behavioral Analysis Within A Virtual Environment".
1298:, revolves around a virtual world in which participants can choose time periods to visit. Living people may visit only 5 hours per week; while the dying can choose to permanently preserve their consciousness there. 840:(NPC). Many of these allow players to save the current state of this world instance to allow stopping and restarting the virtual world at a later date. (This can be done with some multiplayer environments as well.) 717:
Using virtual worlds gives companies the opportunity to gauge customer reaction and receive feedback. Feedback can be crucial to the development of a project as it will inform the creators exactly what users want.
1315:
Virtual worlds may lead to a "mobility" of labor that may impact national and organizational competitiveness in a manner similar to the changes seen with the mobility of goods and then the mobility of labor.
824:, and Second Life for Windows. Many Virtual worlds have shut down since launch however. Notable shutdowns are The Sims Online, The Sims Bustin Out Online Weekend Mode, PlayStation Home, and Club Penguin. 3232: 2532:
Indalecio, Tina. Psychology Today. How Much Of An Individual’s Virtual Identity, Is Really - Real? Exploring Identity in the Virtual World - Is that REALLY you? 1991–2012. Sussex Publishers, LLC. 30 April
250:. Users interact in role-playing or competitive games by typing commands and can read or view descriptions of the world and other players. Such early worlds began the MUD heritage that eventually led to 2190:
Castronova, Edward, et al. "A Test of the Law of Demand in a Virtual World: Exploring the Petri Dish." Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications (2011):
210:
was the first networked, 3D multi-user first person shooter game. Maze introduced the concept of online players in 1973–1974 as "eyeball 'avatars' chasing each other around in a maze." It was played on
937:
Some virtual worlds also offer an environment where simulation-based activities and games allow users to experiment various phenomenon and learn the underlying physics and principles. An example is
3434: 2582: 2490: 3317: 2743: 321:.net the first virtual world specifically for children was launched with a base in game-based learning and one of the earliest virtual currency-based economies. Shortly after, in 2000, 780:
for instance was designed with the expectation being on the residents to establish their own community rules for appropriate behaviour. On the other hand, some virtual worlds such as
567: 4916: 193:, a theatre experience designed to stimulate the senses of the audience—vision, sound, balance, smell, even touch (via wind)—and so draw them more effectively into the productions. 948:
Some multi-user virtual worlds have become used for educational purposes and are thus called Multi-User Virtual Learning Environments (MUVLEs). Examples have included the use of
4926: 3531: 382:
is a video game that is such a pseudo virtual world. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the
3490: 945:
vary from physics to nutrition to ecology. Whyville also has a strong entrepreneurial structure based on user created virtual content sold in the internal virtual economy.
162:. Players create a character who travels between buildings, towns, and worlds to carry out business or leisure activities. Communication is usually textual, but real-time 4883: 3347:
Bloomfield, Robert J. (May 25, 2007). "Worlds for Study: Invitation - Virtual Worlds for Studying Real-World Business (and Law, and Politics, and Sociology, and....)".
1659: 1173:(1998) is the Wired, a virtual reality world that governs the sum of all electronic communication and machines; outer receptors are used to mentally transport a person 3852: 632:
Like video gamers, some users of virtual world clients may also have a difficult experience with the necessity of proper graphics hardware (such as the more advanced
1723: 3229: 1461: 4921: 2796: 2284: 471:
which many software companies use to establish that virtual property has no value and/or that users of the virtual world have no legal claim to property therein.
251: 3207: 3044: 4954: 4788: 3295: 1580:
Bloomfield, Robert J. (2007). "Worlds for Study: Invitation - Virtual Worlds for Studying Real-World Business (and Law, and Politics, and Sociology, and....)".
552: 3647: 1999: 893: 3576: 3085: 2267: 3976: 173:
Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text-based chatrooms.
4117: 1910: 697:
Virtual worlds can help players become more familiar and comfortable with actions they may in real-life feel reluctant or embarrassed. For example, in
3816: 2139:
Kaplan, Andreas M.; Haenlein, Michael (2009). "The fairyland of Second Life: About virtual social worlds and how to use them". Business Horizons 52 (6)
2607:
Richardson, Anthony E.; Powers, Morgan E.; Bousquet, Lauren G. (2011). "Video game experience predicts virtual, but not real navigation performance".
3420: 2205: 1515: 120:. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance 752:
investigation was launched but nothing substantial ever came of finding and punishing the avatar known as Nicholas Portocarrero who was the head of
4673: 2559: 2494: 3381: 3325: 3260: 2735: 2036:
Nevelsteen, Kim (2018). "Virtual World, Defined from a Technological Perspective, and Applied to Video Games, Mixed Reality and the Metaverse".
952:
for teaching English as a foreign languages (EFL) Many specialist types of MUVLE have particular pedagogies associated with them. For instance,
4876: 1042: 4335: 3953: 3805: 3779: 3708: 3668: 3636: 2676: 1653: 1428: 941:
launched in 1999, which targets kids and teenagers, offering them many opportunities to experiment, understand and learn. Topics covered in
2637: 2430: 2410: 2362:
Golub, Alex (2010). "Being in the World (of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game".
4003: 3597: 3467: 4080:
Teixeira, Marcelo Mendonça; Ferreira, Tiago Alessandro Espinola (2014). The communication model of virtual universe. Munich: Grin Verlag.
1846: 972:, this was in fact what has been called a "stampede." By early 2013, serious questions emerged about whether MOOCs were simply part of a 166:
is also possible. The form of communication used can substantially affect the experience of players in the game. Media studies professor
4387: 3406: 1868: 216: 5088: 4361: 3721:(December 2001). "Virtual worlds: a first-hand account of market and society on the cyberian frontier". CESifo Working Paper No. 618. 2657:, "Determining a manner in which user interface commands are processed in an instant messaging environment", issued 2013-03-19 1207: 1101: 686: 1272:
features the birth of Reality Space and the Virtual World that was created by Ram, the computer genius-wizard leader of The Technos.
584:
Other research focused more on adults explores the reasons for indulging and the emotions of virtual world users. Many users seek an
254:, more commonly known as MMORPGs, a genre of role-playing games in which a large number of players interact within a virtual world. 4911: 4869: 1307:, is about a virtual simulated place for people to reunite with a person they may not meet again, by using artificial intelligence. 1192: 409: 373: 127: 3521: 3397: 1156:(1984), college students create a virtual world called 2DWorld, leading to contact with Arde, a two-dimensional parallel universe. 911:. They can be a good source of user feedback, the typical paper-based resources have limitations that Virtual Worlds can overcome. 415:
Massively multiplayer online real-life games (MMORLGs), also called virtual social worlds, where the user can edit and alter their
3154: 2085: 1921: 4297: 2904: 2517:
Connected Play: Tweens in a Virtual World (The John D and Catherine T. MacArthur Foundation Series on Digital Media and Learning)
616:(HIDs), virtual worlds are usually navigated (as of 2009) using HIDs which are designed and oriented around flat, 2-dimensional 325:
launched and grew to become one of the most popular and longest running virtual worlds with millions of users around the world.
5078: 5058: 3024: 1968: 1800: 985: 474:
Some industry analysts have moreover observed that there is a secondary industry growing behind the virtual worlds, made up by
399: 2766: 1445: 4110: 2447:
Moore, Keely; Wiederhold, Brenda K.; Wiederhold, Mark D.; Riva, Giuseppe (2002). "Panic and Agoraphobia in a Virtual World".
1643: 2959: 486:
and others which serve as social networks for virtual worlds users are facing some crucial issues as the DataPortability of
2984: 2878: 1731: 998:
Online training overcomes constraints such as distance, infrastructure, accommodation costs and tight scheduling. Although
694:
Virtual worlds also enable them to experience and act beyond the restrictions of their illness and help to relieve stress.
4982: 4844: 4803: 3284: 1358: 280: 3817:"Virtual Spaces: Enabling Immersive Collaborative Enterprise, Part 1: Introduction to the opportunities and technologies" 759:
Civil and criminal laws exist in the real world and are put in place to govern people's behavior. Virtual Worlds such as
4839: 4275: 4232: 3556: 1025:
Some companies and public places allow free virtual access to their facilities as an alternative to a video or picture.
919: 889: 2835: 2292: 4545: 4177: 3771: 3700: 3203: 3041: 369:
is a general term, the virtual environment supports varying degrees of play and gaming. Some uses of the term include
113: 93: 2856: 865:
is available to other players then they may be able to modify parts of it, such as the structure of the environment.
629:
often have to switch between separate 3D and 2D devices in order to navigate their respectively designed interfaces.
284:, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to 3674: 478:, websites and other projects completely devoted to virtual worlds communities and gamers. Special websites such as 5073: 4197: 3113:
Jon, Allan; MacCreadie, Alex; MacCreadie, Tracey (2010). "Learning in a Virtual World for Real Life". Unpublished.
2246: 1268: 1991: 170:
used the term "synthetic worlds" to discuss individual virtual worlds, but this term has not been widely adopted.
5083: 5037: 4834: 4413: 4382: 4351: 4187: 4172: 4167: 4103: 3573: 3062: 2264: 1700: 1201: 585: 3983: 3004: 2934: 5063: 4829: 4237: 3626: 1418: 1095: 1007: 833: 633: 617: 41: 3879:; Haenlein, Michael (2009). "Consumer use and business potential of virtual worlds: The case of Second Life". 92:
stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of
3911:; Haenlein, Michael (2009). "The fairyland of Second Life: About virtual social worlds and how to use them". 1907: 4949: 4304: 4292: 1645:
Mirror Worlds: or the Day Software Puts the Universe in a Shoebox...How It Will Happen and What It Will Mean
1249: 1169: 2930: 2635:
Navigation and Wayfinding in Virtual Reality: Finding Proper Tools and Cues to Enhance Navigation Awareness
4906: 4892: 4824: 4217: 2201: 1487: 1303: 1119: 900: 748: 641: 626: 613: 247: 5068: 4575: 4212: 3832: 3738: 3126: 2654: 1593: 33: 3372: 2229: 1338: 774:
Providers of online virtual spaces have more than one approach to the governing of their environments.
451:
world value is made obvious by the (mostly illegal) trade of virtual items on online market sites like
362:
time passes faster than real-time despite using the same calendar and time units to present game time.
3250: 467:. Recent legal disputes also acknowledge the value of virtual property, even overriding the mandatory 5004: 4793: 4693: 4438: 4270: 3861: 904: 848: 837: 378: 286: 2673: 4038: 1375: 1243: 494: 69: 354:
There is no generally accepted definition of virtual world, but they do require that the world be
4933: 4533: 4356: 4069: 4061: 3928: 3896: 3462: 3193:
Par Janusz Arabski, Adam Wojtaszek (2011). The Acquisition of L2 Phonology. Multilingual Matters.
2827: 2819: 2716: 2674:
Social Life in Virtual Worlds: Structure and Interaction in Multi-User Virtual Reality Technology
2472: 2389: 2344: 2063: 2045: 1557: 1507: 1178: 1160: 1125: 1083: 999: 876: 862: 518:
narratives” in which players act out a nomadic hero's journey along the lines of that present in
487: 416: 391: 235: 73: 37: 4090: 2634: 2427: 2407: 4018: 3457: 2736:"OVR Technology – Your Guide to Virtual Reality Healthcare Applications, Products and Services" 185:, expressed an interest in perceptual illusion. In the twentieth century, the cinematographer 4418: 4222: 4138: 3949: 3801: 3789: 3775: 3759: 3726: 3718: 3704: 3664: 3632: 3593: 3352: 2464: 1649: 1581: 1453: 1424: 1380: 1370: 1255: 698: 666: 621: 532: 515: 456: 310: 265: 219:
for use in university and research laboratories. The initial game could only be played on an
167: 155: 109: 3730: 3356: 1842: 1585: 4999: 4992: 4761: 4606: 4496: 4453: 4377: 4192: 4126: 4053: 3920: 3888: 3656: 3114: 3077: 2811: 2706: 2616: 2574: 2456: 2379: 2371: 2336: 2171: 2120: 2055: 1882: 1549: 1499: 1343: 1237: 1219: 1184: 1071: 1015: 965: 817: 625:
2-dimensional HIDs. Even those users who do make use of HIDs which provide such features as
540: 536: 355: 85: 1540:
Aichner, T.; Jacob, F. (March 2015). "Measuring the Degree of Corporate Social Media Use".
215:, or Advanced Research Projects Agency Network, a precursor to the Internet funded by the 4970: 4768: 4756: 4688: 4658: 4641: 4611: 4560: 4325: 4282: 4144: 3845: 3751: 3580: 3560: 3401: 3290: 3255: 3236: 3139: 3048: 3028: 3008: 2988: 2963: 2680: 2641: 2434: 2414: 2271: 2233: 1925: 1914: 1606: 1390: 1048: 753: 740: 435: 429: 291: 201: 197: 182: 135: 2314: 3394: 72:
environment which may be populated by many simultaneous users who can create a personal
4783: 4653: 4521: 4392: 3908: 3876: 3622: 3169: 2081: 1918: 1414: 1152: 1066: 969: 957: 953: 601: 493:
Virtual worlds offer advertisers the potential for virtual advertisements, such as the
475: 341: 303: 147: 2908: 2882: 181:
The concept of virtual worlds significantly predates computers. The Roman naturalist,
5052: 4678: 4646: 4330: 4150: 3794: 2393: 2348: 1561: 1385: 1364: 1061: 821: 739:
commerce, and there is potential for fraudulent transactions. One example is that of
403: 186: 159: 117: 4073: 3932: 3764: 3021: 2831: 2476: 1960: 1804: 1511: 5030: 4714: 4631: 4621: 4616: 4601: 4528: 4473: 4463: 4448: 4320: 4287: 4227: 2770: 2067: 1353: 1294: 1289: 1131: 1056: 299: 295: 139: 78: 3900: 2956: 2720: 2491:"Thomas & Kafai: Tweens and Reproductive Health in Virtual Worlds, 2008-08-09" 1776: 3942: 3924: 3694: 1503: 5025: 4975: 4683: 4636: 4565: 4468: 4458: 4443: 4408: 2408:
The relationship and differences between physical- and virtual-world personality
1276: 1260: 1231: 1225: 1077: 1011: 949: 923: 868:
At one level, a more or less realistic rendered 3D space like the game world of
776: 767: 744: 612:
Unlike most video games, which are usually navigated using various free-ranging
577: 544: 440: 383: 220: 53: 32:
This article is about the general concept. For the novel by Chris Westwood, see
2981: 2460: 2428:
The relationship and differences between physical and virtual world-personality
2327:
Krzywinska, Tanya (2006). "Blood Scythes, Festivals, Quests, and Backstories".
1488:"The fairyland of Second Life: About virtual social worlds and how to use them" 278:, an educational networking and 3D computer graphics project for children; and 4668: 4538: 4511: 4207: 3972: 3892: 3430: 3421:"Cult Classic PS1 'Anti-RPG' Moon Is Coming to the Nintendo Switch in English" 3155:"Integrating Web-Based and 3D Learning Environments: Second Life Meets Moodle" 3118: 2620: 1333: 1143: 1137: 1089: 1052: 990:
Language learning is the most widespread type of education in virtual worlds.
973: 844: 761: 597: 387: 271: 259: 105: 89: 2340: 1457: 960:
continue to promote the use of a type of MUVLE Dave Cormier coined called a '
922:, as in the case of what is done in the Sloodle project, which aims to merge 263:, a two-dimensional chat environment where users designed their own avatars; 17: 4751: 4663: 4626: 4202: 4182: 3660: 3553: 3526: 1348: 1321: 1034: 964:'. Even though MOOCs were once seen as "next big thing" by universities and 856: 506: 395: 275: 231: 190: 4037:
Wasko, Molly; Teigland, Robin; Leidner, Dorothy; Jarvenpaa, Sirkka (2011).
2795:
Wasko, Molly; Teigland, Robin; Leidner, Dorothy; Jarvenpaa, Sirkka (2011).
2468: 2176: 2159: 4861: 3594:"Gamasutra - Q&A: Coca-Cola, There.com Team For CC Metro Online World" 2852: 2711: 2694: 2125: 2108: 1553: 786:
enforce clear rules for behaviour, as seen in their terms and conditions.
652:
inc. which obtained an early patent for its browser-based implementation.
47: 4798: 4506: 4501: 3204:"The CCK08 MOOC – Connectivism course, 1/4 way – Dave's Educational Blog" 1281: 1191:(1992), is the story of an individual immersed in the virtual world of a 1003: 942: 938: 649: 645: 557: 479: 318: 227: 207: 4095: 4065: 2823: 2767:"Avatars Help Asperger Syndrome Patients Learn to Play the Game of Life" 747:
where avatars could deposit their real life currency after converted to
5020: 4719: 4516: 2375: 1395: 1113: 976:
and indeed following that hype whether academia was thus "MOOC'd out."
212: 151: 131: 101: 97: 2384: 419:
at will, allowing them to play a more dynamic role, or multiple roles.
4778: 4773: 4746: 4596: 4550: 4265: 4057: 3722: 3001: 2931:"Worlds In Motion - Analysis: Virtual Worlds And Investment, Q1 2008" 2815: 2578: 2059: 1696: 1196: 1107: 1038: 1002:
may be the most common tool, virtual worlds have been adopted by the
927: 908: 870: 809: 690: 637: 483: 143: 880:
is just as much a big database as Microsoft's Encarta encyclopedia.
505:
The geography of virtual worlds can vary widely because the role of
3491:"Anime: the 10 must-watch films and TV shows for video game lovers" 2050: 596:
Another area of research related to virtual worlds is the field of
402:, where permitted; these concepts are virtual worlds making use of 4808: 4591: 4570: 4555: 3081: 1213: 1164: 782: 562: 510: 464: 322: 121: 46: 1871:, Microsoft Research, March 23, 1995. Accessed February 28, 2008. 4698: 2683:, Communications & Strategies, no. 33, 1st quarter, p. 137.] 961: 813: 803: 689:
helps hospitalized children (suffering from painful diseases or
468: 452: 412:(CVEs) designed for collaborative work in a virtual environment. 243: 239: 196:
Among the earliest virtual worlds implemented by computers were
163: 4865: 4099: 3796:
Exodus to the Virtual World: How Online Fun is Changing Reality
1648:. Oxford, New York: Oxford University Press. January 28, 1993. 4004:"Second Life and other Virtual Worlds: A Roadmap for Research" 3425: 460: 3977:"The Open University in Second Life: An Education Case Study" 2881:. Virtual Worlds Management. January 23, 2008. Archived from 2853:"The leading virtual worlds trade media company. in New York" 223:, as it was specifically designed for this type of computer. 4039:"Stepping into the Internet: New Ventures in Virtual Worlds" 2797:"Stepping into the Internet: New Ventures in Virtual Worlds" 2247:"The Decline and Fall of an Ultra Rich Online Gaming Empire" 2202:"CNN.com - Material gains from virtual world - Oct 25, 2004" 130:
depict a wide range of worlds, including those based on the
3162:
UPGRADE (European Journal for the Informatics Professional)
2907:. Virtual Worlds Management. April 22, 2008. Archived from 2226: 3766:
Synthetic Worlds: The Business and Culture of Online Games
3063:"Teaching in Virtual Worlds: Opportunities and Challenges" 1683:
Networked Virtual Environments: Design and Implementation
3655:. San Diego, CA, USA: Academic Press Professional, Inc. 3458:"The List - 8 Anime That Were Isekai Before It Was Cool" 812:
virtual worlds out on many platforms. Most notable are
27:
Large-scale, interactive computer-simulated environment
3522:"BBC radio launches major cross-station sci-fi season" 3070:
Issues in Informing Science and Information Technology
2553: 2551: 2549: 1324:, have used virtual worlds to advertise their brand. 270:
an interactive community featuring a virtual world by
2560:"Time out of mind: Dissociation in the virtual world" 2417:. Conference paper presented at University of Exeter. 2274:, “Cnet News”, June 13, 2007. Accessed March 6, 2008. 1954: 1952: 1055:
are popular fictional motifs. The first was probably
3318:"8D Taps Language Learners, Bots, Microtransactions" 1803:. Itleadership.org. October 20, 2010. Archived from 96:. Such modeled worlds and their rules may draw from 5013: 4963: 4942: 4899: 4817: 4739: 4732: 4707: 4584: 4489: 4482: 4431: 4401: 4370: 4344: 4313: 4258: 4251: 4160: 2153: 2151: 2149: 2147: 2145: 1481: 1479: 88:accesses a computer-simulated world which presents 3941: 3793: 3763: 3371: 3283: 1292:", series 3, episode 4 of the anthology TV series 2437:. Undergraduate dissertation. University of Bath. 1826: 1824: 1822: 1177:the Wired itself as a uniquely different virtual 1575: 1573: 1571: 51:Users exploring the world with their avatars in 1266:The fourth series of the New Zealand TV series 1069:. Virtual worlds are integral to works such as 1065:, and a prominent early example is the work of 771:also have people and systems that govern them. 252:massively multiplayer online role-playing games 2644:". M.S. thesis. University of Washington, USA. 2084:. Virtualworldsreview.com. February 22, 1999. 1535: 1533: 4955:History of massively multiplayer online games 4877: 4111: 2790: 2788: 2528: 2526: 620:; as most comparatively inexpensive computer 553:John D. and Catherine T. MacArthur Foundation 8: 3649:3-D Sound for Virtual Reality and Multimedia 1937: 1935: 1933: 1724:"Voice Chat Can Really Kill the Mood on WoW" 1486:Kaplan Andreas M.; Haenlein Michael (2010). 894:Online communication between school and home 3696:Communication in the Age of Virtual Reality 2966:Technology Review 111.1 (Jan. 2008): 58-62. 1961:"Cartoon lips, virtual fashion and physics" 547:have also been studied in a virtual world. 333:Definitions for a "virtual world" include: 4884: 4870: 4862: 4736: 4486: 4255: 4118: 4104: 4096: 3285:"Open web courses are massively overhyped" 2976: 2974: 2972: 2160:"The Aspatial Economics of Virtual Worlds" 1830: 1787: 1764: 1752: 1619: 1446:"What's All the Hype About the Metaverse?" 1259:(2021) also involve the virtual worlds of 497:already found in a number of video games. 226:The first virtual worlds presented on the 3881:International Journal on Media Management 3851:CS1 maint: multiple names: authors list ( 3230:The Year of the MOOC - The New York Times 2710: 2383: 2175: 2124: 2109:"Toward a Definition of "Virtual Worlds"" 2049: 1685:. ACM Press/Addison-Wesley Publishing Co. 722:ruthless world that is today's business. 3574:Report: Second Life Making $ 100M a Year 3373:"Technology: Networking widens EMBA net" 1681:Singhal, Sandeep; Zyda, Michael (1999). 1542:International Journal of Market Research 665:For broader coverage of this topic, see 490:across many virtual worlds and MMORPGs. 3965:Virtual Art. From Illusion to Immersion 3554:Virtual Worlds: today and in the future 3437:from the original on September 14, 2019 3384:from the original on December 11, 2022. 3061:Kluge, Stacy; Riley, Elizabeth (2008). 2693:Katz, James E.; Aspden, Philip (1997). 1631: 1406: 4091:Journal of Gaming & Virtual Worlds 3841: 3830: 3747: 3736: 3520:Hemley, Matthew (September 30, 2008). 3298:from the original on December 11, 2022 3135: 3124: 2859:from the original on November 15, 2010 2285:"IGE Sued by World of Warcraft Player" 2236:, Securing Gaming Account Transactions 2227:"Securing Gaming Account Transactions" 2208:from the original on February 19, 2022 2164:The Journal of Virtual Worlds Research 2002:from the original on February 18, 2022 1971:from the original on February 26, 2022 1919:The Infowin Newsclips Archive for 1997 1703:from the original on February 18, 2022 1602: 1591: 1043:Category:Fiction about virtual reality 4789:Software related to augmented reality 4336:Simultaneous localization and mapping 3693:Biocca, Frank; Levy, Mark R. (1995). 3534:from the original on December 1, 2008 3456:Loveridge, Lynzee (August 19, 2017). 3282:Skapinker, Michael (March 20, 2013). 3108: 3106: 3042:Who polices crime in a virtual world? 2588:from the original on October 18, 2017 2038:Computer Animation and Virtual Worlds 1943:Design For Learning In Virtual Worlds 1518:from the original on January 19, 2022 1464:from the original on January 18, 2022 918:Virtual worlds can also be used with 100:or fantasy worlds. Example rules are 7: 3862:"A virtual world by any other name?" 3470:from the original on August 11, 2019 3419:Kim, Matt T.M. (September 5, 2019). 2088:from the original on October 6, 2019 1722:Clive Thompson (December 31, 2004). 836:contain virtual worlds populated by 4388:Omnidirectional (360-degree) camera 3600:from the original on March 14, 2022 3501:from the original on March 20, 2018 3407:The Encyclopedia of Science Fiction 3091:from the original on April 13, 2021 2265:“Virtual world litigation for real” 1959:Richard Lee Colvin (July 8, 2002). 1849:from the original on March 31, 2022 1444:Chen, Brian X. (January 18, 2022). 1301:A South Korean sci-fi fantasy film 257:Some prototype virtual worlds were 217:United States Department of Defense 4362:Image-based modeling and rendering 3370:Murray, Sarah (October 27, 2008). 3263:from the original on April 6, 2013 3210:from the original on June 27, 2018 3040:Stockley, Mark (October 1, 2009), 2980:Haskins, Walaika (July 31, 2008), 2937:from the original on July 29, 2020 2317:, O'Really Radar, December 4, 2006 2113:Journal of Virtual Worlds Research 2082:"Virtual Worlds Review definition" 1845:. Digibarn.com. November 7, 2004. 1662:from the original on June 28, 2022 410:Collaborative virtual environments 374:Massively multiplayer online games 128:Massively multiplayer online games 36:. For the commercial product, see 25: 4912:Massively multiplayer online game 3022:Billions stolen in online robbery 2746:from the original on May 17, 2022 1992:"Sulake: 15 years of Habbo Hotel" 1193:massively multiplayer online game 730:challenged by one industry blog. 648:.net, launched in 1999, built by 386:API or through a simple virtual 200:simulators, such as the work of 40:. For the academic journal, see 3489:Kamen, Matt (October 2, 2017). 3249:Yang, Dennis (March 14, 2013). 2765:UT Dallas (November 18, 2007). 986:Virtual World Language Learning 794:Online's terms and conditions. 687:Starlight Children's Foundation 3815:Cherbakov, Luba, etc. (2009). 3324:. May 29, 2009. Archived from 2957:“The Fleecing of the Avatars.” 2734:Fine, Bob (February 7, 2021). 2449:Cyberpsychology & Behavior 2291:. June 1, 2007. Archived from 1990:Dan Pearson (April 16, 2015). 847:are often split into discrete 1: 4983:Social interaction in MMORPGs 4804:Vuforia Augmented Reality SDK 3583:Access date: February 8, 2013 2855:. Virtual Worlds Management. 1869:“From MUDs To Virtual Worlds” 1359:Multisensory extended reality 920:virtual learning environments 298:computer, and running on the 234:, some of which evolved into 189:explored the creation of the 4840:List of PlayStation VR games 4233:Virtual reality applications 3925:10.1016/j.bushor.2009.07.002 3860:Combs, Nate (June 7, 2004). 2315:"Wow and Cottage Industries" 1881:Robert Rossney (June 1996). 1504:10.1016/j.bushor.2009.07.002 1163:, psychological, 13-episode 890:Virtual learning environment 854:Single-player games such as 843:The virtual worlds found in 743:, a bank system featured in 154:milieus. Most MMORPGs have 4002:Mennecke, Brian E. (2008). 3772:University of Chicago Press 3701:Lawrence Erlbaum Associates 3646:Begault, Durand R. (1994). 3563:Access date: February 2013. 3552:Book, Betsy (March, 2006), 3051:Access date: February 2013. 3031:Access date: February 2013. 3011:Access date: February 2013. 2991:Access date: February 2013. 2982:Who polices Virtual Worlds? 2905:"Virtual Worlds Management" 2879:"Virtual Worlds Management" 2609:Computers in Human Behavior 5105: 4198:Projection augmented model 3153:Livingstone, D.; Kemp, J. 2633:Satalich, Glenna (1995). " 2461:10.1089/109493102760147178 2021:Richard A, Bartle (2015). 1032: 983: 968:service providers such as 887: 801: 664: 427: 302:service (the precursor to 242:. The first MUD, known as 31: 5089:Virtual world communities 5038:Social networking service 4835:List of Oculus Rift games 4414:Omnidirectional treadmill 4383:Free viewpoint television 4352:Asynchronous reprojection 4188:On-set virtual production 4173:Computer-mediated reality 4168:Cinematic virtual reality 4134: 4011:Communications of the AIS 3948:. Yale University Press. 3893:10.1080/14241270903047008 3168:(3): 8–14. Archived from 3119:10.13140/rg.2.1.5029.3602 2699:Communications of the ACM 2672:Schroeder, Ralph (1999). 2621:10.1016/j.chb.2010.10.003 2567:Psychoanalytic Psychology 2364:Anthropological Quarterly 1889:. Vol. 4, no. 6 1202:Moon: Remix RPG Adventure 1150:In A.K. Dewdney's novel, 834:single-player video games 634:graphics processing units 618:graphical user interfaces 575:Female avatar smiling in 4830:List of Meta Quest games 4238:Virtual reality sickness 3628:Designing Virtual Worlds 2695:"A nation of strangers?" 2640:January 5, 2013, at the 2341:10.1177/1555412006292618 2158:Robinson, E. H. (2014). 2023:MMOs from the Inside Out 1420:Designing Virtual Worlds 84:In a virtual world, the 42:Virtual Worlds (journal) 4950:History of online games 4893:Multiplayer video games 4305:Virtual retinal display 4293:Virtual reality headset 3967:. MIT Press, Cambridge. 3940:Lastowka, Greg (2010). 3002:Habbo Hotel House Rules 2655:US patent 8402097B2 2558:Toronto, Ellen (2009). 1908:"Helsinki Goes Virtual" 1697:"List of known MMORPGs" 1250:Space Jam: A New Legacy 1170:Serial Experiments Lain 614:human interface devices 350:, by Nevelsteen in 2018 290:, developed in 1987 by 5079:Science fiction themes 5059:Video game terminology 4825:List of HTC Vive games 4218:Six degrees of freedom 3840:Cite journal requires 3800:. Palgrave Macmillan. 3746:Cite journal requires 3134:Cite journal requires 2933:. Worldsinmotion.biz. 2177:10.4101/jvwr.v7i1.7088 2107:Bell, Mark W. (2008). 1788:Biocca & Levy 1995 1777:Pliny: A Virtual World 1765:Biocca & Levy 1995 1620:Biocca & Levy 1995 1601:Cite journal requires 1339:Evans & Sutherland 1189:Gaspard in the Morning 1159:The main focus of the 901:interactive whiteboard 627:six degrees of freedom 581: 514:often revolve around “ 329:Virtual world concepts 248:command-line interface 57: 4674:The Sword of Damocles 4576:Windows Mixed Reality 4213:Simulation hypothesis 3963:Grau, Oliver (2003). 3819:. USA: developerWorks 2712:10.1145/265563.265575 2433:June 2, 2010, at the 2413:June 2, 2010, at the 2126:10.4101/jvwr.v1i1.283 1965:The Los Angeles Times 1554:10.2501/IJMR-2015-018 838:non-player characters 574: 309:In 1996, the city of 230:were communities and 50: 34:Virtual World (novel) 5005:Non-player character 4907:Cooperative gameplay 4794:Virtual reality game 4439:Cyberith Virtualizer 4271:Head-mounted display 4017:(20). Archived from 3349:Working Paper Series 3251:"Are We MOOC'd Out?" 3020:BBC (July 3, 2009), 3000:Habbo Hotel (blog), 2253:. November 24, 2008. 541:personality theories 3206:. October 2, 2008. 3175:on October 18, 2017 2773:on October 16, 2009 2426:Doodson, J. (2009). 2295:on December 9, 2019 1807:on January 20, 2012 1376:Transreality gaming 828:Single-player games 656:Application domains 495:in-game advertising 164:voice communication 4534:Microsoft HoloLens 4357:Foveated rendering 3909:Kaplan, Andreas M. 3877:Kaplan, Andreas M. 3790:Castronova, Edward 3760:Castronova, Edward 3719:Castronova, Edward 3579:2022-03-31 at the 3559:2018-08-15 at the 3463:Anime News Network 3400:2018-10-23 at the 3322:Virtual World News 3239:. November 2, 2012 3235:2017-03-01 at the 3047:2022-02-20 at the 3027:2022-04-23 at the 3007:2013-03-10 at the 2987:2019-10-17 at the 2962:2012-03-26 at the 2841:on April 25, 2012. 2679:2011-09-29 at the 2406:Doodson, J. (2009) 2376:10.1353/anq.0.0110 2270:2008-10-10 at the 2232:2022-05-23 at the 1924:2012-10-14 at the 1913:2012-10-14 at the 1450:The New York Times 1161:Japanese cyberpunk 1126:MegaMan NT Warrior 1084:Ghost in the Shell 1008:training employees 1000:video conferencing 877:Grand Theft Auto V 734:E-commerce (legal) 582: 70:computer-simulated 58: 38:BattleTech Centers 5074:Persistent worlds 5046: 5045: 4859: 4858: 4855: 4854: 4728: 4727: 4502:Golden-i headsets 4427: 4426: 4419:Wearable computer 4223:Spatial computing 4139:Augmented reality 3955:978-0-300-14120-7 3913:Business Horizons 3807:978-1-4039-8412-8 3781:978-0-226-09626-1 3710:978-0-8058-1550-4 3670:978-0-12-084735-8 3638:978-0-13-101816-7 3572:(August 4, 2011) 2329:Games and Culture 1996:GamesIndustry.biz 1801:"A Virtual World" 1655:978-0-19-507906-7 1492:Business Horizons 1430:978-0-13-101816-7 1381:Virtual community 1371:Simulated reality 1208:Digimon Adventure 1096:The Lawnmower Man 1014:has been used in 699:World of Warcraft 667:Virtual community 572: 533:self-verification 311:Helsinki, Finland 168:Edward Castronova 16:(Redirected from 5096: 5084:Cyberpunk themes 5000:Player character 4993:Persistent world 4886: 4879: 4872: 4863: 4762:virtual graffiti 4737: 4607:Google Cardboard 4497:Apple Vision Pro 4487: 4454:PlayStation Move 4378:360-degree video 4256: 4193:Persistent world 4127:Extended reality 4120: 4113: 4106: 4097: 4077: 4058:10.2307/23042801 4043: 4033: 4031: 4029: 4024:on July 19, 2011 4023: 4008: 3998: 3996: 3994: 3988: 3982:. Archived from 3981: 3968: 3959: 3947: 3936: 3904: 3872: 3870: 3868: 3856: 3849: 3843: 3838: 3836: 3828: 3826: 3824: 3811: 3799: 3785: 3769: 3755: 3749: 3744: 3742: 3734: 3714: 3689: 3687: 3685: 3679: 3673:. Archived from 3661:2060/20010044352 3654: 3642: 3610: 3609: 3607: 3605: 3590: 3584: 3570: 3564: 3550: 3544: 3543: 3541: 3539: 3517: 3511: 3510: 3508: 3506: 3486: 3480: 3479: 3477: 3475: 3453: 3447: 3446: 3444: 3442: 3416: 3410: 3395:Tsutsui Yasutaka 3392: 3386: 3385: 3375: 3367: 3361: 3360: 3344: 3338: 3337: 3335: 3333: 3314: 3308: 3307: 3305: 3303: 3287: 3279: 3273: 3272: 3270: 3268: 3246: 3240: 3226: 3220: 3219: 3217: 3215: 3200: 3194: 3191: 3185: 3184: 3182: 3180: 3174: 3159: 3150: 3144: 3143: 3137: 3132: 3130: 3122: 3110: 3101: 3100: 3098: 3096: 3090: 3067: 3058: 3052: 3038: 3032: 3018: 3012: 2998: 2992: 2978: 2967: 2953: 2947: 2946: 2944: 2942: 2927: 2921: 2920: 2918: 2916: 2901: 2895: 2894: 2892: 2890: 2875: 2869: 2868: 2866: 2864: 2849: 2843: 2842: 2840: 2834:. Archived from 2816:10.2307/23042801 2801: 2792: 2783: 2782: 2780: 2778: 2769:. Archived from 2762: 2756: 2755: 2753: 2751: 2731: 2725: 2724: 2714: 2690: 2684: 2670: 2664: 2663: 2662: 2658: 2651: 2645: 2631: 2625: 2624: 2604: 2598: 2597: 2595: 2593: 2587: 2579:10.1037/a0015485 2564: 2555: 2544: 2540: 2534: 2530: 2521: 2520: 2513: 2507: 2506: 2504: 2502: 2493:. Archived from 2487: 2481: 2480: 2444: 2438: 2424: 2418: 2404: 2398: 2397: 2387: 2359: 2353: 2352: 2324: 2318: 2311: 2305: 2304: 2302: 2300: 2289:EscapistMagazine 2281: 2275: 2263:Sinrod, Eric J. 2261: 2255: 2254: 2243: 2237: 2224: 2218: 2217: 2215: 2213: 2198: 2192: 2188: 2182: 2181: 2179: 2155: 2140: 2137: 2131: 2130: 2128: 2104: 2098: 2097: 2095: 2093: 2078: 2072: 2071: 2060:10.1002/cav.1752 2053: 2033: 2027: 2026: 2018: 2012: 2011: 2009: 2007: 1987: 1981: 1980: 1978: 1976: 1956: 1947: 1946: 1939: 1928: 1905: 1899: 1898: 1896: 1894: 1878: 1872: 1865: 1859: 1858: 1856: 1854: 1839: 1833: 1828: 1817: 1816: 1814: 1812: 1797: 1791: 1785: 1779: 1774: 1768: 1762: 1756: 1750: 1744: 1743: 1741: 1739: 1734:on July 17, 2012 1730:. Archived from 1719: 1713: 1712: 1710: 1708: 1693: 1687: 1686: 1678: 1672: 1671: 1669: 1667: 1640: 1634: 1629: 1623: 1622:, pp. 40–44 1617: 1611: 1610: 1604: 1599: 1597: 1589: 1577: 1566: 1565: 1537: 1528: 1527: 1525: 1523: 1483: 1474: 1473: 1471: 1469: 1441: 1435: 1434: 1411: 1344:Extended reality 1238:Ready Player One 1220:Sword Art Online 1185:Yasutaka Tsutsui 1047:Virtual worlds, 1016:business schools 1006:environment for 966:online education 884:Use in education 861:players, if the 818:PlayStation Home 573: 537:self-enhancement 21: 5104: 5103: 5099: 5098: 5097: 5095: 5094: 5093: 5064:Virtual reality 5049: 5048: 5047: 5042: 5009: 4971:Virtual economy 4959: 4938: 4895: 4890: 4860: 4851: 4813: 4769:Meta Horizon OS 4757:Interactive art 4724: 4703: 4689:Virtual fixture 4659:Samsung Gear VR 4612:Google Daydream 4580: 4561:PlayStation VR2 4478: 4423: 4397: 4366: 4340: 4326:Finger tracking 4309: 4283:Head-up display 4247: 4156: 4145:Virtual reality 4130: 4124: 4087: 4041: 4036: 4027: 4025: 4021: 4006: 4001: 3992: 3990: 3989:on July 7, 2011 3986: 3979: 3971: 3962: 3956: 3944:Virtual Justice 3939: 3907: 3875: 3866: 3864: 3859: 3850: 3839: 3829: 3822: 3820: 3814: 3808: 3788: 3782: 3758: 3745: 3735: 3717: 3711: 3692: 3683: 3681: 3680:on May 12, 2008 3677: 3671: 3652: 3645: 3639: 3623:Bartle, Richard 3621: 3618: 3613: 3603: 3601: 3592: 3591: 3587: 3581:Wayback Machine 3571: 3567: 3561:Wayback Machine 3551: 3547: 3537: 3535: 3519: 3518: 3514: 3504: 3502: 3488: 3487: 3483: 3473: 3471: 3455: 3454: 3450: 3440: 3438: 3418: 3417: 3413: 3402:Wayback Machine 3393: 3389: 3378:Financial Times 3369: 3368: 3364: 3346: 3345: 3341: 3331: 3329: 3328:on June 1, 2009 3316: 3315: 3311: 3301: 3299: 3291:Financial Times 3281: 3280: 3276: 3266: 3264: 3256:Huffington Post 3248: 3247: 3243: 3237:Wayback Machine 3228:Laura Pappano. 3227: 3223: 3213: 3211: 3202: 3201: 3197: 3192: 3188: 3178: 3176: 3172: 3157: 3152: 3151: 3147: 3133: 3123: 3112: 3111: 3104: 3094: 3092: 3088: 3065: 3060: 3059: 3055: 3049:Wayback Machine 3039: 3035: 3029:Wayback Machine 3019: 3015: 3009:Wayback Machine 2999: 2995: 2989:Wayback Machine 2979: 2970: 2964:Wayback Machine 2955:Talbot, David. 2954: 2950: 2940: 2938: 2929: 2928: 2924: 2914: 2912: 2911:on May 15, 2009 2903: 2902: 2898: 2888: 2886: 2885:on May 29, 2012 2877: 2876: 2872: 2862: 2860: 2851: 2850: 2846: 2838: 2799: 2794: 2793: 2786: 2776: 2774: 2764: 2763: 2759: 2749: 2747: 2733: 2732: 2728: 2692: 2691: 2687: 2681:Wayback Machine 2671: 2667: 2660: 2653: 2652: 2648: 2642:Wayback Machine 2632: 2628: 2606: 2605: 2601: 2591: 2589: 2585: 2562: 2557: 2556: 2547: 2541: 2537: 2531: 2524: 2515: 2514: 2510: 2500: 2498: 2497:on 23 June 2009 2489: 2488: 2484: 2446: 2445: 2441: 2435:Wayback Machine 2425: 2421: 2415:Wayback Machine 2405: 2401: 2361: 2360: 2356: 2326: 2325: 2321: 2313:Brady Forrest, 2312: 2308: 2298: 2296: 2283: 2282: 2278: 2272:Wayback Machine 2262: 2258: 2245: 2244: 2240: 2234:Wayback Machine 2225: 2221: 2211: 2209: 2200: 2199: 2195: 2189: 2185: 2157: 2156: 2143: 2138: 2134: 2106: 2105: 2101: 2091: 2089: 2080: 2079: 2075: 2035: 2034: 2030: 2020: 2019: 2015: 2005: 2003: 1989: 1988: 1984: 1974: 1972: 1958: 1957: 1950: 1941: 1940: 1931: 1926:Wayback Machine 1915:Wayback Machine 1906: 1902: 1892: 1890: 1880: 1879: 1875: 1867:Mitchell, Don. 1866: 1862: 1852: 1850: 1841: 1840: 1836: 1831:Castronova 2005 1829: 1820: 1810: 1808: 1799: 1798: 1794: 1786: 1782: 1775: 1771: 1763: 1759: 1753:Castronova 2005 1751: 1747: 1737: 1735: 1721: 1720: 1716: 1706: 1704: 1695: 1694: 1690: 1680: 1679: 1675: 1665: 1663: 1656: 1642: 1641: 1637: 1630: 1626: 1618: 1614: 1600: 1590: 1579: 1578: 1569: 1539: 1538: 1531: 1521: 1519: 1485: 1484: 1477: 1467: 1465: 1443: 1442: 1438: 1431: 1415:Bartle, Richard 1413: 1412: 1408: 1404: 1391:Virtual reality 1330: 1313: 1195:. The plots of 1102:Lawnmower Man 2 1049:virtual reality 1045: 1031: 1010:. For example, 996: 988: 982: 896: 886: 830: 808:There are many 806: 800: 754:Ginko Financial 741:Ginko Financial 736: 707: 679: 670: 663: 658: 636:distributed by 610: 563: 528: 503: 476:social networks 463:for real world 436:virtual economy 432: 430:Virtual economy 426: 331: 292:LucasFilm Games 202:Ivan Sutherland 198:virtual reality 183:Pliny the Elder 179: 136:science fiction 64:(also called a 45: 28: 23: 22: 15: 12: 11: 5: 5102: 5100: 5092: 5091: 5086: 5081: 5076: 5071: 5066: 5061: 5051: 5050: 5044: 5043: 5041: 5040: 5035: 5034: 5033: 5023: 5017: 5015: 5011: 5010: 5008: 5007: 5002: 4997: 4996: 4995: 4985: 4980: 4979: 4978: 4967: 4965: 4961: 4960: 4958: 4957: 4952: 4946: 4944: 4940: 4939: 4937: 4936: 4931: 4930: 4929: 4924: 4919: 4909: 4903: 4901: 4897: 4896: 4891: 4889: 4888: 4881: 4874: 4866: 4857: 4856: 4853: 4852: 4850: 4849: 4848: 4847: 4837: 4832: 4827: 4821: 4819: 4815: 4814: 4812: 4811: 4806: 4801: 4796: 4791: 4786: 4784:Pervasive game 4781: 4776: 4771: 4766: 4765: 4764: 4754: 4749: 4743: 4741: 4734: 4730: 4729: 4726: 4725: 4723: 4722: 4717: 4711: 4709: 4705: 4704: 4702: 4701: 4696: 4691: 4686: 4681: 4676: 4671: 4666: 4661: 4656: 4654:PlayStation VR 4651: 4650: 4649: 4644: 4634: 4629: 4624: 4619: 4614: 4609: 4604: 4599: 4594: 4588: 4586: 4582: 4581: 4579: 4578: 4573: 4568: 4563: 4558: 4553: 4548: 4543: 4542: 4541: 4531: 4526: 4525: 4524: 4514: 4509: 4504: 4499: 4493: 4491: 4484: 4480: 4479: 4477: 4476: 4471: 4466: 4461: 4456: 4451: 4446: 4441: 4435: 4433: 4429: 4428: 4425: 4424: 4422: 4421: 4416: 4411: 4405: 4403: 4399: 4398: 4396: 4395: 4393:VR photography 4390: 4385: 4380: 4374: 4372: 4368: 4367: 4365: 4364: 4359: 4354: 4348: 4346: 4342: 4341: 4339: 4338: 4333: 4328: 4323: 4317: 4315: 4314:3D interaction 4311: 4310: 4308: 4307: 4302: 4301: 4300: 4290: 4285: 4280: 4279: 4278: 4268: 4262: 4260: 4253: 4249: 4248: 4246: 4245: 4240: 4235: 4230: 4225: 4220: 4215: 4210: 4205: 4200: 4195: 4190: 4185: 4180: 4175: 4170: 4164: 4162: 4158: 4157: 4155: 4154: 4148: 4142: 4135: 4132: 4131: 4125: 4123: 4122: 4115: 4108: 4100: 4094: 4093: 4086: 4085:External links 4083: 4082: 4081: 4078: 4034: 3999: 3969: 3960: 3954: 3937: 3919:(6): 563–572. 3905: 3873: 3857: 3842:|journal= 3812: 3806: 3786: 3780: 3756: 3748:|journal= 3715: 3709: 3690: 3669: 3643: 3637: 3631:. New Riders. 3617: 3614: 3612: 3611: 3585: 3565: 3545: 3512: 3481: 3448: 3411: 3387: 3362: 3339: 3309: 3274: 3241: 3221: 3195: 3186: 3145: 3136:|journal= 3102: 3053: 3033: 3013: 2993: 2968: 2948: 2922: 2896: 2870: 2844: 2784: 2757: 2726: 2685: 2665: 2646: 2626: 2599: 2573:(2): 117–133. 2545: 2535: 2522: 2508: 2482: 2455:(3): 197–202. 2439: 2419: 2399: 2354: 2335:(4): 383–396. 2319: 2306: 2276: 2256: 2238: 2219: 2193: 2183: 2141: 2132: 2099: 2073: 2028: 2013: 1982: 1948: 1929: 1900: 1873: 1860: 1834: 1818: 1792: 1790:, pp. 6–8 1780: 1769: 1757: 1745: 1714: 1699:. Mmorpg.com. 1688: 1673: 1654: 1635: 1624: 1612: 1603:|journal= 1567: 1548:(2): 257–275. 1529: 1475: 1436: 1429: 1423:. New Riders. 1405: 1403: 1400: 1399: 1398: 1393: 1388: 1383: 1378: 1373: 1368: 1361: 1356: 1351: 1346: 1341: 1336: 1329: 1326: 1312: 1309: 1199:works such as 1153:the Planiverse 1067:William Gibson 1059:'s 1980 novel 1030: 1027: 995: 992: 984:Main article: 981: 978: 970:Blackboard Inc 958:Stephen Downes 954:George Siemens 885: 882: 829: 826: 799: 796: 749:Linden Dollars 735: 732: 706: 703: 678: 675: 662: 659: 657: 654: 609: 606: 527: 524: 502: 499: 428:Main article: 425: 422: 421: 420: 413: 407: 352: 351: 345: 342:Richard Bartle 330: 327: 304:America Online 178: 175: 26: 24: 14: 13: 10: 9: 6: 4: 3: 2: 5101: 5090: 5087: 5085: 5082: 5080: 5077: 5075: 5072: 5070: 5067: 5065: 5062: 5060: 5057: 5056: 5054: 5039: 5036: 5032: 5029: 5028: 5027: 5024: 5022: 5019: 5018: 5016: 5012: 5006: 5003: 5001: 4998: 4994: 4991: 4990: 4989: 4988:Virtual world 4986: 4984: 4981: 4977: 4974: 4973: 4972: 4969: 4968: 4966: 4962: 4956: 4953: 4951: 4948: 4947: 4945: 4941: 4935: 4932: 4928: 4925: 4923: 4920: 4918: 4915: 4914: 4913: 4910: 4908: 4905: 4904: 4902: 4898: 4894: 4887: 4882: 4880: 4875: 4873: 4868: 4867: 4864: 4846: 4843: 4842: 4841: 4838: 4836: 4833: 4831: 4828: 4826: 4823: 4822: 4820: 4816: 4810: 4807: 4805: 4802: 4800: 4797: 4795: 4792: 4790: 4787: 4785: 4782: 4780: 4777: 4775: 4772: 4770: 4767: 4763: 4760: 4759: 4758: 4755: 4753: 4750: 4748: 4745: 4744: 4742: 4738: 4735: 4731: 4721: 4718: 4716: 4713: 4712: 4710: 4706: 4700: 4697: 4695: 4692: 4690: 4687: 4685: 4682: 4680: 4679:VFX1 Headgear 4677: 4675: 4672: 4670: 4667: 4665: 4662: 4660: 4657: 4655: 4652: 4648: 4645: 4643: 4640: 4639: 4638: 4635: 4633: 4630: 4628: 4625: 4623: 4620: 4618: 4615: 4613: 4610: 4608: 4605: 4603: 4600: 4598: 4595: 4593: 4590: 4589: 4587: 4583: 4577: 4574: 4572: 4569: 4567: 4564: 4562: 4559: 4557: 4554: 4552: 4549: 4547: 4544: 4540: 4537: 4536: 4535: 4532: 4530: 4527: 4523: 4520: 4519: 4518: 4515: 4513: 4510: 4508: 4505: 4503: 4500: 4498: 4495: 4494: 4492: 4488: 4485: 4481: 4475: 4472: 4470: 4467: 4465: 4462: 4460: 4457: 4455: 4452: 4450: 4447: 4445: 4442: 4440: 4437: 4436: 4434: 4430: 4420: 4417: 4415: 4412: 4410: 4407: 4406: 4404: 4400: 4394: 4391: 4389: 4386: 4384: 4381: 4379: 4376: 4375: 4373: 4369: 4363: 4360: 4358: 4355: 4353: 4350: 4349: 4347: 4343: 4337: 4334: 4332: 4331:Pose tracking 4329: 4327: 4324: 4322: 4319: 4318: 4316: 4312: 4306: 4303: 4299: 4296: 4295: 4294: 4291: 4289: 4286: 4284: 4281: 4277: 4274: 4273: 4272: 4269: 4267: 4264: 4263: 4261: 4257: 4254: 4250: 4244: 4243:Virtual world 4241: 4239: 4236: 4234: 4231: 4229: 4226: 4224: 4221: 4219: 4216: 4214: 4211: 4209: 4206: 4204: 4201: 4199: 4196: 4194: 4191: 4189: 4186: 4184: 4181: 4179: 4176: 4174: 4171: 4169: 4166: 4165: 4163: 4159: 4152: 4151:Mixed reality 4149: 4146: 4143: 4140: 4137: 4136: 4133: 4128: 4121: 4116: 4114: 4109: 4107: 4102: 4101: 4098: 4092: 4089: 4088: 4084: 4079: 4075: 4071: 4067: 4063: 4059: 4055: 4051: 4047: 4046:MIS Quarterly 4040: 4035: 4020: 4016: 4012: 4005: 4000: 3985: 3978: 3974: 3970: 3966: 3961: 3957: 3951: 3946: 3945: 3938: 3934: 3930: 3926: 3922: 3918: 3914: 3910: 3906: 3902: 3898: 3894: 3890: 3887:(3): 93–101. 3886: 3882: 3878: 3874: 3863: 3858: 3854: 3847: 3834: 3818: 3813: 3809: 3803: 3798: 3797: 3791: 3787: 3783: 3777: 3773: 3768: 3767: 3761: 3757: 3753: 3740: 3732: 3728: 3724: 3720: 3716: 3712: 3706: 3702: 3698: 3697: 3691: 3676: 3672: 3666: 3662: 3658: 3651: 3650: 3644: 3640: 3634: 3630: 3629: 3624: 3620: 3619: 3615: 3599: 3595: 3589: 3586: 3582: 3578: 3575: 3569: 3566: 3562: 3558: 3555: 3549: 3546: 3533: 3529: 3528: 3523: 3516: 3513: 3500: 3496: 3492: 3485: 3482: 3469: 3465: 3464: 3459: 3452: 3449: 3436: 3432: 3428: 3427: 3422: 3415: 3412: 3409: 3408: 3403: 3399: 3396: 3391: 3388: 3383: 3379: 3374: 3366: 3363: 3358: 3354: 3350: 3343: 3340: 3327: 3323: 3319: 3313: 3310: 3297: 3293: 3292: 3286: 3278: 3275: 3262: 3258: 3257: 3252: 3245: 3242: 3238: 3234: 3231: 3225: 3222: 3209: 3205: 3199: 3196: 3190: 3187: 3171: 3167: 3163: 3156: 3149: 3146: 3141: 3128: 3120: 3116: 3109: 3107: 3103: 3087: 3083: 3082:10.28945/1000 3079: 3075: 3071: 3064: 3057: 3054: 3050: 3046: 3043: 3037: 3034: 3030: 3026: 3023: 3017: 3014: 3010: 3006: 3003: 2997: 2994: 2990: 2986: 2983: 2977: 2975: 2973: 2969: 2965: 2961: 2958: 2952: 2949: 2936: 2932: 2926: 2923: 2910: 2906: 2900: 2897: 2884: 2880: 2874: 2871: 2858: 2854: 2848: 2845: 2837: 2833: 2829: 2825: 2821: 2817: 2813: 2809: 2805: 2804:MIS Quarterly 2798: 2791: 2789: 2785: 2772: 2768: 2761: 2758: 2745: 2741: 2737: 2730: 2727: 2722: 2718: 2713: 2708: 2705:(12): 81–86. 2704: 2700: 2696: 2689: 2686: 2682: 2678: 2675: 2669: 2666: 2656: 2650: 2647: 2643: 2639: 2636: 2630: 2627: 2622: 2618: 2614: 2610: 2603: 2600: 2584: 2580: 2576: 2572: 2568: 2561: 2554: 2552: 2550: 2546: 2539: 2536: 2529: 2527: 2523: 2518: 2512: 2509: 2496: 2492: 2486: 2483: 2478: 2474: 2470: 2466: 2462: 2458: 2454: 2450: 2443: 2440: 2436: 2432: 2429: 2423: 2420: 2416: 2412: 2409: 2403: 2400: 2395: 2391: 2386: 2381: 2377: 2373: 2369: 2365: 2358: 2355: 2350: 2346: 2342: 2338: 2334: 2330: 2323: 2320: 2316: 2310: 2307: 2294: 2290: 2286: 2280: 2277: 2273: 2269: 2266: 2260: 2257: 2252: 2248: 2242: 2239: 2235: 2231: 2228: 2223: 2220: 2207: 2204:. CNN. 2004. 2203: 2197: 2194: 2187: 2184: 2178: 2173: 2169: 2165: 2161: 2154: 2152: 2150: 2148: 2146: 2142: 2136: 2133: 2127: 2122: 2118: 2114: 2110: 2103: 2100: 2087: 2083: 2077: 2074: 2069: 2065: 2061: 2057: 2052: 2047: 2043: 2039: 2032: 2029: 2024: 2017: 2014: 2001: 1997: 1993: 1986: 1983: 1970: 1966: 1962: 1955: 1953: 1949: 1944: 1938: 1936: 1934: 1930: 1927: 1923: 1920: 1916: 1912: 1909: 1904: 1901: 1888: 1884: 1877: 1874: 1870: 1864: 1861: 1848: 1844: 1838: 1835: 1832: 1827: 1825: 1823: 1819: 1806: 1802: 1796: 1793: 1789: 1784: 1781: 1778: 1773: 1770: 1766: 1761: 1758: 1754: 1749: 1746: 1733: 1729: 1725: 1718: 1715: 1702: 1698: 1692: 1689: 1684: 1677: 1674: 1661: 1657: 1651: 1647: 1646: 1639: 1636: 1633: 1628: 1625: 1621: 1616: 1613: 1608: 1595: 1587: 1583: 1576: 1574: 1572: 1568: 1563: 1559: 1555: 1551: 1547: 1543: 1536: 1534: 1530: 1517: 1513: 1509: 1505: 1501: 1497: 1493: 1489: 1482: 1480: 1476: 1463: 1459: 1455: 1451: 1447: 1440: 1437: 1432: 1426: 1422: 1421: 1416: 1410: 1407: 1401: 1397: 1394: 1392: 1389: 1387: 1386:Virtual globe 1384: 1382: 1379: 1377: 1374: 1372: 1369: 1367: 1366: 1365:OpenLife Grid 1362: 1360: 1357: 1355: 1352: 1350: 1347: 1345: 1342: 1340: 1337: 1335: 1332: 1331: 1327: 1325: 1323: 1317: 1310: 1308: 1306: 1305: 1299: 1297: 1296: 1291: 1288:The plot of " 1286: 1284: 1283: 1279:commissioned 1278: 1273: 1271: 1270: 1264: 1262: 1258: 1257: 1252: 1251: 1246: 1245: 1240: 1239: 1234: 1233: 1228: 1227: 1222: 1221: 1216: 1215: 1210: 1209: 1204: 1203: 1198: 1194: 1190: 1186: 1182: 1180: 1176: 1172: 1171: 1166: 1162: 1157: 1155: 1154: 1148: 1146: 1145: 1140: 1139: 1134: 1133: 1128: 1127: 1122: 1121: 1116: 1115: 1110: 1109: 1104: 1103: 1098: 1097: 1092: 1091: 1086: 1085: 1080: 1079: 1074: 1073: 1068: 1064: 1063: 1062:Web of Angels 1058: 1054: 1050: 1044: 1040: 1036: 1028: 1026: 1023: 1019: 1017: 1013: 1009: 1005: 1001: 993: 991: 987: 979: 977: 975: 971: 967: 963: 959: 955: 951: 946: 944: 940: 935: 931: 929: 925: 921: 916: 912: 910: 906: 902: 895: 891: 883: 881: 879: 878: 873: 872: 866: 864: 859: 858: 852: 850: 846: 841: 839: 835: 827: 825: 823: 822:PlayStation 3 819: 816:for Windows, 815: 811: 805: 798:Entertainment 797: 795: 791: 790:into effect. 787: 785: 784: 779: 778: 772: 770: 769: 764: 763: 757: 755: 750: 746: 742: 733: 731: 727: 723: 719: 715: 711: 704: 702: 700: 695: 692: 688: 683: 676: 674: 668: 660: 655: 653: 651: 647: 643: 639: 635: 630: 628: 623: 619: 615: 607: 605: 603: 599: 594: 590: 587: 580: 579: 561: 559: 554: 548: 546: 542: 538: 534: 525: 523: 521: 517: 512: 508: 500: 498: 496: 491: 489: 485: 481: 477: 472: 470: 466: 462: 458: 454: 448: 446: 442: 437: 431: 423: 418: 414: 411: 408: 405: 404:mixed reality 401: 397: 393: 389: 385: 381: 380: 375: 372: 371: 370: 368: 367:virtual world 363: 361: 357: 349: 346: 343: 339: 336: 335: 334: 328: 326: 324: 320: 315: 312: 307: 305: 301: 297: 293: 289: 288: 283: 282: 277: 273: 269: 267: 262: 261: 255: 253: 249: 245: 241: 237: 233: 229: 224: 222: 218: 214: 209: 205: 203: 199: 194: 192: 188: 187:Morton Heilig 184: 176: 174: 171: 169: 165: 161: 160:communication 157: 153: 149: 145: 141: 137: 133: 129: 125: 123: 119: 118:communication 116:actions, and 115: 111: 107: 103: 99: 95: 91: 87: 82: 80: 79:mirror worlds 75: 71: 67: 66:virtual space 63: 62:virtual world 56: 55: 49: 43: 39: 35: 30: 19: 18:Virtual World 5069:Hyperreality 5031:Browser game 4987: 4715:Project Iris 4632:Oculus Quest 4622:Liquid Image 4617:Google Glass 4529:Meta Quest 3 4517:Meta Quest 2 4474:Wizdish ROVR 4464:Virtuix Omni 4449:Oculus Touch 4321:Eye tracking 4288:Smartglasses 4252:Technologies 4242: 4228:Telepresence 4049: 4045: 4026:. Retrieved 4019:the original 4014: 4010: 3991:. Retrieved 3984:the original 3964: 3943: 3916: 3912: 3884: 3880: 3867:November 12, 3865:. Retrieved 3833:cite journal 3821:. Retrieved 3795: 3765: 3739:cite journal 3695: 3682:. Retrieved 3675:the original 3648: 3627: 3602:. Retrieved 3588: 3568: 3548: 3536:. Retrieved 3525: 3515: 3503:. Retrieved 3495:The Guardian 3494: 3484: 3472:. Retrieved 3461: 3451: 3441:September 2, 3439:. Retrieved 3424: 3414: 3405: 3390: 3377: 3365: 3348: 3342: 3330:. Retrieved 3326:the original 3321: 3312: 3300:. Retrieved 3289: 3277: 3265:. Retrieved 3254: 3244: 3224: 3212:. Retrieved 3198: 3189: 3179:December 27, 3177:. Retrieved 3170:the original 3165: 3161: 3148: 3127:cite journal 3093:. Retrieved 3073: 3069: 3056: 3036: 3016: 2996: 2951: 2939:. Retrieved 2925: 2913:. Retrieved 2909:the original 2899: 2887:. Retrieved 2883:the original 2873: 2861:. Retrieved 2847: 2836:the original 2807: 2803: 2775:. Retrieved 2771:the original 2760: 2748:. Retrieved 2739: 2729: 2702: 2698: 2688: 2668: 2649: 2629: 2612: 2608: 2602: 2590:. Retrieved 2570: 2566: 2538: 2519:. MIT Press. 2516: 2511: 2499:. Retrieved 2495:the original 2485: 2452: 2448: 2442: 2422: 2402: 2367: 2363: 2357: 2332: 2328: 2322: 2309: 2297:. Retrieved 2293:the original 2288: 2279: 2259: 2250: 2241: 2222: 2210:. Retrieved 2196: 2186: 2167: 2163: 2135: 2116: 2112: 2102: 2090:. Retrieved 2076: 2041: 2037: 2031: 2022: 2016: 2006:December 18, 2004:. Retrieved 1995: 1985: 1973:. Retrieved 1964: 1945:. Routledge. 1942: 1903: 1893:February 26, 1891:. Retrieved 1886: 1883:"Metaworlds" 1876: 1863: 1851:. Retrieved 1837: 1809:. Retrieved 1805:the original 1795: 1783: 1772: 1767:, p. 47 1760: 1748: 1736:. Retrieved 1732:the original 1727: 1717: 1705:. Retrieved 1691: 1682: 1676: 1664:. Retrieved 1644: 1638: 1632:Begault 1994 1627: 1615: 1594:cite journal 1545: 1541: 1520:. Retrieved 1495: 1491: 1466:. Retrieved 1449: 1439: 1419: 1409: 1363: 1354:Mirror world 1318: 1314: 1302: 1300: 1295:Black Mirror 1293: 1290:San Junipero 1287: 1280: 1274: 1267: 1265: 1254: 1248: 1242: 1236: 1230: 1224: 1218: 1212: 1206: 1200: 1188: 1183: 1174: 1168: 1158: 1151: 1149: 1142: 1136: 1130: 1124: 1118: 1112: 1106: 1100: 1094: 1088: 1082: 1076: 1070: 1060: 1057:John M. Ford 1046: 1024: 1020: 997: 989: 947: 936: 932: 917: 913: 897: 875: 869: 867: 855: 853: 842: 831: 807: 792: 788: 781: 775: 773: 766: 760: 758: 737: 728: 724: 720: 716: 712: 708: 696: 684: 680: 671: 631: 611: 595: 591: 583: 576: 549: 543:. Panic and 529: 519: 504: 492: 473: 449: 444: 433: 377: 366: 364: 359: 353: 347: 337: 332: 316: 308: 300:Quantum Link 296:Commodore 64 285: 279: 264: 258: 256: 225: 206: 195: 180: 172: 158:actions and 140:super heroes 126: 83: 65: 61: 59: 52: 29: 5026:Online game 4976:Virtual tax 4684:Virtual Boy 4637:Oculus Rift 4571:Vuzix Blade 4566:Valve Index 4469:Wired glove 4459:Razer Hydra 4444:Leap Motion 4432:Peripherals 4409:Haptic suit 4371:Photography 4028:October 18, 3823:October 23, 3214:January 17, 3076:: 127–135. 2615:: 552–560. 2212:October 25, 2170:(1): 1–21. 1522:October 30, 1468:January 31, 1277:BBC Radio 7 1261:video games 1253:(2021) and 1232:Accel World 1226:Summer Wars 1078:Neuromancer 1012:Second Life 950:Second Life 924:Second Life 905:open-source 845:video games 777:Second Life 768:Second Life 745:Second Life 578:Second Life 545:agoraphobia 520:The Odyssey 441:Second Life 398:or similar 392:easter eggs 384:Google Maps 54:Second Life 5053:Categories 4708:Unreleased 4694:Virtuality 4669:SixthSense 4512:Magic Leap 4208:Room-scale 4052:(3): 645. 3973:Linden Lab 3725:: CESifo. 3616:References 3604:August 15, 3431:Ziff Davis 3095:August 31, 2810:(3): 645. 2777:August 13, 2385:10524/2116 2299:January 9, 2051:1511.08464 1843:"29th Feb" 1334:Cyberspace 1304:Wonderland 1187:'s novel, 1144:Real Drive 1138:Code Lyoko 1120:The Matrix 1090:Snow Crash 1053:cyberspace 1033:See also: 1029:In fiction 974:hype cycle 888:See also: 802:See also: 762:Eve Online 705:Commercial 598:navigation 539:and other 388:geocaching 356:persistent 281:The Palace 272:CompuServe 266:Dreamscape 260:WorldsAway 232:chat rooms 152:historical 132:real world 110:locomotion 106:topography 90:perceptual 4752:ARToolKit 4664:Sensorama 4627:Oculus Go 4203:Real life 4183:Metaverse 4178:Immersion 3527:The Stage 3505:March 20, 3474:April 19, 2750:April 12, 2592:April 14, 2501:1 October 2394:145153144 2370:: 17–45. 2349:145792491 2044:: e1752. 2025:. Apress. 1728:Wired.com 1666:April 12, 1562:166531788 1458:0362-4331 1402:Citations 1349:Metaverse 1322:Coca-Cola 1275:In 2009, 1269:The Tribe 1205:(1997), 1035:Cyberpunk 903:with the 857:Minecraft 602:interface 507:geography 501:Geography 445:Diablo II 396:WikiMapia 360:EverQuest 317:In 1999, 276:Cityspace 191:Sensorama 156:real-time 114:real-time 5014:See also 4964:Concepts 4799:visionOS 4733:Software 4602:EyePhone 4507:HTC Vive 4345:Software 4161:Concepts 4074:61249322 4066:23042801 3975:(2009). 3933:45087818 3792:(2007). 3762:(2005). 3684:March 2, 3625:(2003). 3598:Archived 3577:Archived 3557:Archived 3538:March 4, 3532:Archived 3499:Archived 3468:Archived 3435:Archived 3398:Archived 3382:Archived 3332:June 22, 3302:April 5, 3296:Archived 3267:April 5, 3261:Archived 3233:Archived 3208:Archived 3086:Archived 3045:Archived 3025:Archived 3005:Archived 2985:Archived 2960:Archived 2941:July 29, 2935:Archived 2915:July 29, 2889:July 29, 2863:July 29, 2857:Archived 2832:61249322 2824:23042801 2744:Archived 2677:Archived 2638:Archived 2583:Archived 2477:27736805 2469:12123240 2431:Archived 2411:Archived 2268:Archived 2230:Archived 2206:Archived 2092:July 29, 2086:Archived 2000:Archived 1969:Archived 1922:Archived 1911:Archived 1853:July 29, 1847:Archived 1811:July 29, 1738:July 29, 1707:July 29, 1701:Archived 1660:Archived 1516:Archived 1512:45087818 1462:Archived 1417:(2003). 1328:See also 1282:Planet B 1247:(2017), 1241:(2011), 1235:(2009), 1229:(2009), 1223:(2002), 1217:(2002), 1211:(1999), 1004:business 994:Business 980:Language 943:Whyville 939:Whyville 907:project 650:Numedeon 646:Whyville 608:Hardware 558:Whyville 526:Research 480:GamerDNA 457:PlayerUp 400:mash-ups 319:Whyville 294:for the 228:Internet 208:Maze War 94:presence 5021:Esports 4943:History 4740:General 4720:Sega VR 4490:Current 4483:Devices 4276:optical 4259:Display 3993:July 7, 2068:2766780 1975:July 8, 1396:Viverse 1244:Jumanji 1167:titled 1114:Digimon 677:Medical 516:spatial 488:avatars 424:Economy 379:Destiny 344:in 2015 287:Habitat 213:ARPANET 177:History 102:gravity 98:reality 68:) is a 4927:MMORTS 4922:MMORPG 4917:MMOFPS 4779:OpenXR 4774:OpenVR 4747:ARCore 4647:Rift S 4597:castAR 4585:Former 4551:PICO 4 4266:EyeTap 4072:  4064:  3952:  3931:  3901:320257 3899:  3804:  3778:  3731:294828 3729:  3723:Munich 3707:  3667:  3635:  3357:988984 3355:  2830:  2822:  2721:609789 2719:  2661:  2475:  2467:  2392:  2347:  2066:  1652:  1586:988984 1584:  1560:  1510:  1456:  1427:  1311:Future 1197:isekai 1179:avatar 1108:ReBoot 1051:, and 1041:, and 1039:Isekai 928:Moodle 909:Edusim 871:Halo 3 863:server 849:levels 810:MMORPG 691:autism 661:Social 638:Nvidia 586:escape 484:Koinup 417:avatar 240:MUSHes 150:, and 148:horror 144:sports 122:senses 74:avatar 4900:Types 4818:Games 4809:WebXR 4592:AntVR 4556:Pimax 4402:Other 4070:S2CID 4062:JSTOR 4042:(PDF) 4022:(PDF) 4007:(PDF) 3987:(PDF) 3980:(PDF) 3929:S2CID 3897:S2CID 3678:(PDF) 3653:(PDF) 3173:(PDF) 3158:(PDF) 3089:(PDF) 3066:(PDF) 2839:(PDF) 2828:S2CID 2820:JSTOR 2800:(PDF) 2740:IVRHA 2717:S2CID 2586:(PDF) 2563:(PDF) 2473:S2CID 2390:S2CID 2345:S2CID 2251:Wired 2119:(1). 2064:S2CID 2046:arXiv 1887:Wired 1558:S2CID 1508:S2CID 1498:(6). 1256:Belle 1214:.hack 1165:anime 926:with 832:Some 783:Habbo 511:space 465:money 394:" on 340:, by 323:Habbo 221:Imlac 4699:VR-1 4546:OSVR 4298:list 4153:(MR) 4147:(VR) 4141:(AR) 4129:(XR) 4030:2009 3995:2009 3950:ISBN 3869:2013 3853:link 3846:help 3825:2009 3802:ISBN 3776:ISBN 3752:help 3727:SSRN 3705:ISBN 3686:2008 3665:ISBN 3633:ISBN 3606:2018 3540:2009 3507:2018 3476:2020 3443:2020 3353:SSRN 3334:2009 3304:2013 3269:2013 3216:2016 3181:2010 3140:help 3097:2009 2943:2012 2917:2012 2891:2012 2865:2012 2779:2009 2752:2022 2594:2020 2543:201. 2533:2010 2503:2014 2465:PMID 2301:2013 2214:2004 2191:301. 2094:2012 2008:2015 1977:2002 1895:2008 1855:2012 1813:2012 1740:2012 1709:2012 1668:2022 1650:ISBN 1607:help 1582:SSRN 1524:2021 1470:2022 1454:ISSN 1425:ISBN 1175:into 1141:and 1132:Epic 1072:Tron 962:MOOC 892:and 820:for 814:IMVU 804:MMOG 765:and 685:The 640:and 622:mice 509:and 469:EULA 453:eBay 390:of " 314:3D. 244:MUD1 238:and 236:MUDs 86:user 4934:MUD 4845:VR2 4642:CV1 4522:Pro 4054:doi 3921:doi 3889:doi 3657:hdl 3426:IGN 3115:doi 3078:doi 2812:doi 2707:doi 2617:doi 2575:doi 2457:doi 2380:hdl 2372:doi 2337:doi 2172:doi 2121:doi 2056:doi 1550:doi 1500:doi 874:or 642:AMD 461:IGE 365:As 306:). 5055:: 4068:. 4060:. 4050:35 4048:. 4044:. 4015:20 4013:. 4009:. 3927:. 3917:52 3915:. 3895:. 3885:11 3883:. 3837:: 3835:}} 3831:{{ 3774:. 3770:. 3743:: 3741:}} 3737:{{ 3703:. 3699:. 3663:. 3596:. 3530:. 3524:. 3497:. 3493:. 3466:. 3460:. 3433:. 3429:. 3423:. 3404:, 3380:. 3376:. 3351:. 3320:. 3294:. 3288:. 3259:. 3253:. 3164:. 3160:. 3131:: 3129:}} 3125:{{ 3105:^ 3084:. 3072:. 3068:. 2971:^ 2826:. 2818:. 2808:35 2806:. 2802:. 2787:^ 2742:. 2738:. 2715:. 2703:40 2701:. 2697:. 2613:27 2611:. 2581:. 2571:26 2569:. 2565:. 2548:^ 2525:^ 2471:. 2463:. 2451:. 2388:. 2378:. 2368:83 2366:. 2343:. 2331:. 2287:. 2249:. 2166:. 2162:. 2144:^ 2115:. 2111:. 2062:. 2054:. 2042:29 2040:. 1998:. 1994:. 1967:. 1963:. 1951:^ 1932:^ 1885:. 1821:^ 1726:. 1658:. 1598:: 1596:}} 1592:{{ 1570:^ 1556:. 1546:57 1544:. 1532:^ 1514:. 1506:. 1496:52 1494:. 1490:. 1478:^ 1460:. 1452:. 1448:. 1263:. 1181:. 1147:. 1135:, 1129:, 1123:, 1117:, 1111:, 1105:, 1099:, 1093:, 1087:, 1081:, 1075:, 1037:, 1018:. 956:, 930:. 851:. 756:. 535:, 482:, 459:, 455:, 447:. 434:A 274:; 146:, 142:, 138:, 134:, 124:. 112:, 108:, 104:, 81:. 60:A 4885:e 4878:t 4871:v 4539:2 4119:e 4112:t 4105:v 4076:. 4056:: 4032:. 3997:. 3958:. 3935:. 3923:: 3903:. 3891:: 3871:. 3855:) 3848:) 3844:( 3827:. 3810:. 3784:. 3754:) 3750:( 3733:. 3713:. 3688:. 3659:: 3641:. 3608:. 3542:. 3509:. 3478:. 3445:. 3359:. 3336:. 3306:. 3271:. 3218:. 3183:. 3166:9 3142:) 3138:( 3121:. 3117:: 3099:. 3080:: 3074:5 2945:. 2919:. 2893:. 2867:. 2814:: 2781:. 2754:. 2723:. 2709:: 2623:. 2619:: 2596:. 2577:: 2505:. 2479:. 2459:: 2453:5 2396:. 2382:: 2374:: 2351:. 2339:: 2333:1 2303:. 2216:. 2180:. 2174:: 2168:7 2129:. 2123:: 2117:1 2096:. 2070:. 2058:: 2048:: 2010:. 1979:. 1917:, 1897:. 1857:. 1815:. 1755:. 1742:. 1711:. 1670:. 1609:) 1605:( 1588:. 1564:. 1552:: 1526:. 1502:: 1472:. 1433:. 669:. 406:. 268:, 44:. 20:)

Index

Virtual World
Virtual World (novel)
BattleTech Centers
Virtual Worlds (journal)

Second Life
computer-simulated
avatar
mirror worlds
user
perceptual
presence
reality
gravity
topography
locomotion
real-time
communication
senses
Massively multiplayer online games
real world
science fiction
super heroes
sports
horror
historical
real-time
communication
voice communication
Edward Castronova

Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.