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Online Worlds: Convergence of the Real and the Virtual. 2010 ed.
・ISBN 978-1-84882-824-7 paper EUR 99.99
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| 著者・編者 | Bainbridge, William Sims (ed.), |
|---|---|
| シリーズ | (Human-Computer Interaction Series) |
| 出版社 | (Springer London Ltd, UK) |
| 出版年月 | 2009 |
| ページ数 | 318 pp. |
| 言語 | ENG |
| ニュース番号 | <A05-18245> |
解説
William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.