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Cookie akzeptierenOnline Worlds: Convergence of the Real and the Virtual
- Springer London
- 2009
- Taschenbuch
- 328 Seiten
- ISBN 9781848828247
William Sims Bainbridge Virtual worlds are persistent online computer- generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet- based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together
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