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Study Online Worlds: Convergence of the Real and the Virtual (Human-Computer Interaction Series)

Posted on 2010-03-16




Name:Study Online Worlds: Convergence of the Real and the Virtual (Human-Computer Interaction Series)
ASIN/ISBN:1848828241
Language:English
File size:16.3 Mb
Language: English
Publish Date: 2009-12-17
ISBN: 1848828241
Pages: 318 pages
File Type: PDF
File Size: 16,3 MB
Other Info: Springer
   Study Online Worlds: Convergence of the Real and the Virtual (Human-Computer Interaction Series)

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William Sims Bainbridge "Online Worlds: Convergence of the Real and the Virtual (Human-Computer Interaction Series)"

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 popular current example is World of Warcraft, a massively multiplayer online game with eleven million subscribers. However, other virtual worlds, notably Second Life, are not games at all but internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups.

This book brings together an international team of highly accomplished authors to examine the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular, and which are establishing them as a major sector of human-centred computing.

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