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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 The avatar no longer represents a simple tool or mechanism manipulated in cyberspace.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.
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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.
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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
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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
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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.
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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"
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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.
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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.
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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
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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
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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)
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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
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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.
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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.
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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
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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,
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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.
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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.
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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
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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.
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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
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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
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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
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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.)
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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.
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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.
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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
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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):
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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
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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
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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,
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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
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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.
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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
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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
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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
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Bloomfield, Robert J. (May 25, 2007). "Worlds for Study: Invitation - Virtual Worlds for Studying Real-World Business (and Law, and Politics, and Sociology, and....)".
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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
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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
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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.
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Bloomfield, Robert J. (2007). "Worlds for Study: Invitation - Virtual Worlds for Studying Real-World Business (and Law, and Politics, and Sociology, and....)".
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Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text-based chatrooms.
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Virtual worlds can help players become more familiar and comfortable with actions they may in real-life feel reluctant or embarrassed. For example, in
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Kaplan, Andreas M.; Haenlein, Michael (2009). "The fairyland of Second Life: About virtual social worlds and how to use them". Business Horizons 52 (6)
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Richardson, Anthony E.; Powers, Morgan E.; Bousquet, Lauren G. (2011). "Video game experience predicts virtual, but not real navigation performance".
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120:. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance
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investigation was launched but nothing substantial ever came of finding and punishing the avatar known as Nicholas Portocarrero who was the head of
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Nevelsteen, Kim (2018). "Virtual World, Defined from a Technological Perspective, and Applied to Video Games, Mixed Reality and the Metaverse".
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for teaching English as a foreign languages (EFL) Many specialist types of MUVLE have particular pedagogies associated with them. For instance,
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launched in 1999, which targets kids and teenagers, offering them many opportunities to experiment, understand and learn. Topics covered in
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Golub, Alex (2010). "Being in the World (of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game".
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Teixeira, Marcelo Mendonça; Ferreira, Tiago Alessandro Espinola (2014). The communication model of virtual universe. Munich: Grin Verlag.
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is also possible. The form of communication used can substantially affect the experience of players in the game. Media studies professor
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3721:(December 2001). "Virtual worlds: a first-hand account of market and society on the cyberian frontier". CESifo Working Paper No. 618.
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features the birth of Reality Space and the Virtual World that was created by Ram, the computer genius-wizard leader of The Technos.
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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.
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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.
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Massively multiplayer online real-life games (MMORLGs), also called virtual social worlds, where the user can edit and alter their
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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
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launched and grew to become one of the most popular and longest running virtual worlds with millions of users around the world.
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Some industry analysts have moreover observed that there is a secondary industry growing behind the virtual worlds, made up by
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Moore, Keely; Wiederhold, Brenda K.; Wiederhold, Mark D.; Riva, Giuseppe (2002). "Panic and Agoraphobia in a Virtual World".
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and others which serve as social networks for virtual worlds users are facing some crucial issues as the DataPortability of
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Online training overcomes constraints such as distance, infrastructure, accommodation costs and tight scheduling. Although
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Virtual worlds also enable them to experience and act beyond the restrictions of their illness and help to relieve stress.
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3817:"Virtual Spaces: Enabling Immersive Collaborative Enterprise, Part 1: Introduction to the opportunities and technologies"
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Civil and criminal laws exist in the real world and are put in place to govern people's behavior. Virtual Worlds such as
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Some companies and public places allow free virtual access to their facilities as an alternative to a video or picture.
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is a general term, the virtual environment supports varying degrees of play and gaming. Some uses of the term include
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is available to other players then they may be able to modify parts of it, such as the structure of the environment.
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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
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478:, websites and other projects completely devoted to virtual worlds communities and gamers. Special websites such as
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Jon, Allan; MacCreadie, Alex; MacCreadie, Tracey (2010). "Learning in a Virtual World for Real Life". Unpublished.
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used the term "synthetic worlds" to discuss individual virtual worlds, but this term has not been widely adopted.
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stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of
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Mirror Worlds: or the Day Software Puts the Universe in a Shoebox...How It Will Happen and What It Will Mean
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Navigation and Wayfinding in Virtual Reality: Finding Proper Tools and Cues to Enhance Navigation Awareness
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Providers of online virtual spaces have more than one approach to the governing of their environments.
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world value is made obvious by the (mostly illegal) trade of virtual items on online market sites like
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time passes faster than real-time despite using the same calendar and time units to present game time.
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Par Janusz Arabski, Adam Wojtaszek (2011). The Acquisition of L2 Phonology. Multilingual Matters.
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Social Life in Virtual Worlds: Structure and Interaction in Multi-User Virtual Reality Technology
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narratives” in which players act out a nomadic hero's journey along the lines of that present in
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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
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4222:
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3949:
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for use in university and research laboratories. The initial game could only be played on an
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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
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4768:
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environment which may be populated by many simultaneous users who can create a personal
4783:
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3169:
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Virtual worlds offer advertisers the potential for virtual advertisements, such as the
475:
341:
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147:
2908:
2882:
181:
The concept of virtual worlds significantly predates computers. The Roman naturalist,
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4678:
4646:
4330:
4150:
3794:
2393:
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1385:
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commerce, and there is potential for fraudulent transactions. One example is that of
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117:
4073:
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1353:
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1056:
299:
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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:
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4630:
4628:
4625:
4623:
4620:
4618:
4615:
4613:
4610:
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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:
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3901:320257
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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
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1977:2002
1895:2008
1855:2012
1813:2012
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1709:2012
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1650:ISBN
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1470:2022
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