A comprehensive resource on the principles and techniques of virtual world design and programming covers everything from MUDS to MMOs and MMORPGs, explaining how virtual worlds work, creating games for multiple users, and the underlying ...
Author: Richard A. Bartle
Publisher: New Riders
A comprehensive resource on the principles and techniques of virtual world design and programming covers everything from MUDS to MMOs and MMORPGs, explaining how virtual worlds work, creating games for multiple users, and the underlying design principles of online games. Original. (Advanced)
Examples of such electronic communications would include emails advertising the virtual world or social network environment. In Chapter 6 we examine the broader requirements the virtual world operator must adhere to in terms of its ...
Author: Mr Andrew Sparrow
Publisher: Gower Publishing, Ltd.
Category: Business & Economics
Virtual worlds are the latest manifestation of the internet's inexorable appetite for development. Organisations of all kinds are enthusiastically pursuing the commercial opportunities offered by the growth of this phenomenon. But if you believe that there are no laws which govern internet social networks and virtual worlds this book will persuade you otherwise. There is law, and a good deal of it. Why would there not be? As with many other aspects of the world wide web, this new medium is unregulated and offers many opportunities for companies to damage their reputation, run into a whole host of problems relating to intellectual property, trade marks and copyrights, and compromise the rights of individuals participating within the virtual environment. By reading The Law of Virtual Worlds and Internet Social Networks you will gain a good understanding of the legal issues which govern this expanding and fascinating world – are you ready for the leap from internet plaything to meaningful social and business tool? The Law of Virtual Worlds and Internet Social Networks is an essential reference for advertising and media agencies; television broadcast producers; academic institutions including university law, knowledge and information departments. In fact, it has been written for anyone interested in virtual worlds and social networks whether commercially because you want to explore the possibilities such environments present, or for academic curiosity.
Games, simulations and virtual worlds are now engaging learners around the world—in and out of school—in multifaceted interactive experiences. Every day there is a new story about online worlds offering new interactive simulations and ...
Author: Judy O'Connell
Publisher: Aust Council for Ed Research
Each year, there are more and more avatars in rich virtual environments. These immersive worlds - where the world within the screen becomes both the object and the site of interaction - are on the increase, matching the promise of technology with the creative minds of students. Educators, keen to incorporate the evolving literacy and information needs of 21st century learners, will want to understand the opportunities provided by multi-user virtual environments (MUVEs), massively multiplayer online role-playing games (MMORPGs), and 3D immersive worlds, so as to be able to create more interactive library, educational, and cultural projects. The challenge is to accept that these interactive environments are here to stay and that schools can, and should, embrace learning in virtual worlds. (The Learning in a Changing World series by ACER Press addresses how the process of learning is evolving, including the array of resources available in the digital age, the changing curriculum, and the different teaching strategies needed in order to use new media and technologies. The series presents core areas for teachers, librarians, and school leaders to consider for 21st century learning which are: the digital world, virtual worlds, curriculum integration, resourcing, and the physical environment. All are essential elements to enable and empower students to be lifelong learners and active participants in society.)
perspective to understand how the creation of value for both the companies behind and the users of virtual worlds are linked to discourses of prosumer capitalism,but also bases her analysis on ethnographicresearch that allows her to ...
Author: Louise Phillips
Category: Social Science
This volume presents a wide range of methodological strategies that are designed to take into account the complex, emergent, and continually shifting character of virtual worlds. It interrogates how virtual worlds emerge as objects of study through the development and application of various methodological strategies. Virtual worlds are not considered objects that exist as entities with fixed attributes independent of our continuous engagement with them and interpretation of them. Instead, they are conceived of as complex ensembles of technology, humans, symbols, discourses, and economic structures, ensembles that emerge in ongoing practices and specific situations. A broad spectrum of perspectives and methodologies is presented: Actor-Network-Theory and post-Actor-Network-Theory, performativity theory, ethnography, discourse analysis, Sense-Making Methodology, visual ethnography, multi-sited ethnography, and Social Network Analysis.
virtual worldabout / What is a virtual world? virtual worldusing, for business / Using virtual world for business virtual worldusing, for education / Using virtual world for education virtual worldusing, for game/Using virtual world for ...
Publisher: Packt Publishing Ltd
Build immersive, full-featured interactive worlds for games, online communities, and more.
will also see, many of these virtual worlds have given rise to robust governance structures and political cultures. Some of these worlds today have millions of users and those users exchange millions of dollars daily in virtual goods ...
Author: Peter Ludlow
Category: Social Science
Nowadays most of crucial aspects of life – business and social life above all – are moving online. According to Peter Ludlow, a professor of philosophy at Northwestern University whose research area includes conceptual issues in cyberspace, there is nothing left to question about that, except for drawing conclusions: the political structure and constitution of virtual worlds will be more and more important to understand the future of democracy. The point of this very accurate essay is focusing on the shift from “real reality” to virtual worlds in order to make our freedom actual.“This book is about those new virtual spaces and the political structures that guide them and the governance structures that emerge within them. This is not about the kinds of laws that terrestrial governments will (attempt to) impose upon virtual worlds. I think that terrestrial governments are rapidly becoming irrelevant. The real questions are about what kinds of laws are being created inside of virtual worlds.”
Chapter 8, “Virtual Bots” by Torsten Reiners, Sue Gregory, and Vicki Knox, considered the value of non-player character (NPC) or “bot”-based avatars in virtual worlds where a minimum number of avatars are needed to create a realistic ...
Author: Sue Gregory
Publisher: Athabasca University Press
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.
of virtual worlds, while the more linear nature of the web-based e-modules created other problems. As the authors note, this interplay of factors is worth further investigation. Some of the findings reported in the chapter contrast in ...
Author: Anna Peachey
Publisher: Springer Science & Business Media
Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.
Edward Castronova spends some time working to equate games to virtual worlds. Citing numbers of players of games and numbers of subscribers to virtual worlds, Castronova soon tallies a number upwards of 30 million of active online ...
Author: Woody Evans
Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute in their own environments, meeting the needs of this new generation of library user, and explores ways in which information literacy can be approached in virtual worlds. Final chapters examine how conventional information evaluation skills work falls short in virtual worlds online. Maps out areas of good practice and technique for information professionals and librarians serving in virtual communities Provides a clear foundation with appropriate theory for understanding information in virtual worlds Treats virtual worlds as ‘real environments’ and observes the behaviour of actors within them
Author: Ciaramitaro, BarbaraPublish On: 2010-08-31
The gray areas become even grayer when one considers the jurisdiction of real world law over virtual property. In November of 2009, officers from the British Central Police e-Crime Unitarrested a man accused of hacking into player ...
Author: Ciaramitaro, Barbara
Publisher: IGI Global
Category: Business & Economics
Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of internet technologies to create a more immersive experience for customers. Containing current research on various aspects of the use of virtual worlds, this book includes a discussion of the elements of virtual worlds; the evolution of e-commerce to virtual commerce (v-commerce); the convergence of online games and virtual worlds; current examples of virtual worlds in use by various businesses, the military, and educational institutions; the economics of virtual worlds: discussions on legal, security and technological issues facing virtual worlds; a review of some human factor issues in virtual worlds; and the future of virtual worlds and e-commerce.
Author: Kai Cornelius, LL.M.Publish On: 2011-08-17
Eburon, Delft van Kokswijk J (2008) Granting personality to a virtual identity. Int J Hum Soc Sci. http://www. waset.org/journals/ijhss/v2/v2-3-37.pdf, accessed on 20 June, 2011 Virtual World News (2009) Virtual worlds popularity ...
Author: Kai Cornelius, LL.M.
Publisher: Springer Science & Business Media
The fusion between virtuality and reality has created a new quality of experience establishing metaverses and virtual worlds. Second Life, Twinity, Entropia Universe or Fregger have experienced rapid growth in recent years and show no signs of slowing down. Not only have countless companies discovered these “virtureal worlds” as marketplaces, but so have fraudsters and other criminals. In this book, European experts from different academic disciplines show how to meet the new challenges arising from virtual worlds. They discuss the reasons for and the impacts of these new forms of criminality as well as the necessity and means of combating them. Moreover, other fundamental issues are examined, such as the addictive potential of virtual-world use, media violence, and conflict resolution problems arising in the context of virtual worlds.
My Tiny Life: Crime and Passion in a Virtual World, Being a True Account of the Case of the Infamous Mr. Bungle, and of the Author's Journey, in Consequence Thereof, to the Heart of the Half-Real World Called LambdaMOO.
Author: Thomas Malaby
Publisher: Cornell University Press
Category: Social Science
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
Advanced Design for Virtual Environments Ann Latham Cudworth ... 5.3 Social grouping compared: The real world space of Grand Central Terminal, New York (top) compared to virtual world space of Second Life/London England UK hub (bottom).
Author: Ann Latham Cudworth
Publisher: CRC Press
Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments.
Literacy practices in Schome Park: A virtual literacy ethnography. Journal of Research in Reading, 32(1), 57–74. Gillen, J. (2010). New literacies in Schome Park. In A. Peachey (Ed.), Researching learning in virtual worlds (pp. 75–83).
Author: Lisa Jacka
The building of communities outside of the traditional brick-and-mortar base of a school or university is at a significant point in time; virtual worlds bridge the gap between 2D web spaces online and 3D physical spaces of the classroom, providing teachers and students alike with opportunities to connect and collaborate in ways that were previously unimaginable. Providing insight into this new age of teaching, Using Virtual Worlds in Educational Settings presents a collection of practical, evidence-based ideas that illustrate the capacity for immersive virtual worlds to be integrated successfully in higher education and school settings. Examining research and stories from more than 1,000 students and six faculty members who introduced virtual worlds into their teaching and learning, this book contains practical examples of how virtual worlds can be introduced and supported, as well as reflections from faculty and students about their response to virtual worlds. This research will help teachers understand how to approach such a fundamental shift in pedagogy, how to liberate themselves from teacher-focused instruction and how to help students to develop their skills through collaboration. Outlining how and why virtual worlds could be the shift in pedagogy that teachers have been waiting for, Using Virtual Worlds in Educational Settings is an accessible, practical resource for educators to support their use of virtual worlds in teaching.
Visual worlds user interface for the blind. Accessed July 3, 2009, from http://services.alphaworks.ibm.com/virtualworlds/ Carter, W.S., & Corona, G.D. (2008b). Exploring methods of accessing virtual worlds. Access World, 9(2).
Author: Charles Wankel
Publisher: Emerald Group Publishing
Targeted at educators and researchers wishing to use virtual environments in their teaching practice, this work provides practical advice specifically for educators in higher education. It focuses on the use of Second Life - a free, readily-accessible virtual world which is increasingly being used for both formal and informal learning.
Raph Koster (2009) further noted that “[a] role playmandated world is essentially going to have to be a fascist state.” Other virtual world designers have expressed similar concerns. (Rickey, 2003) This leads us to the second design ...
Author: Adrian, Angela
Publisher: IGI Global
"This book examines the legal realities which are emerging from Massively Multiplayer Online Role-playing Games (MMORPGs) or virtual worlds that demonstrate many of the traits we associate with the Earth world: interpersonal relationships, economic transactions, and organic political institutions"--Provided by publisher.
At the same time, having more than one subculture in the unique virtual space, there are conditions for subcultures to encounter, quarrel and combat each other. Such combats are either retroactively exposed or mirrored in the real world ...
Author: Rea, Alan
Publisher: IGI Global
Although one finds much discussion and research on the features and functionality of Rich Internet Applications (RIAs), the 3D Web, Immersive Environments (e.g. MMORPGs) and Virtual Worlds in both scholarly and popular publications, very little is written about the issues and techniques one must consider when creating, deploying, interacting within, and managing them securely. Security in Virtual Worlds, 3D Webs, and Immersive Environments: Models for Development, Interaction, and Management brings together the issues that managers, practitioners, and researchers must consider when planning, implementing, working within, and managing these promising virtual technologies for secure processes and initiatives. This publication discusses the uses and potential of these virtual technologies and examines secure policy formation and practices that can be applied specifically to each.
Author: Kennedy-Clark, ShannonPublish On: 2014-04-30
Sue has been involved with many national and university projects on creating learning spaces in virtual worlds, most recently ... Teaching project, “VirtualPREX: Innovative Assessment Using a 3D Virtual World with Pre-Service Teachers.
Author: Kennedy-Clark, Shannon
Publisher: IGI Global
The ever-growing creation of new internet technologies has led to a growing trend and use of scenario-based virtual environments and serious games in education. Along with these new technologies, there is an increasing interest in how students can be effectively assessed when using these virtual environments. Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education is a comprehensive collection that provides aspects of assessment in virtual worlds combined with lessons learned from critical reflection. These case studies present successes, challenges, and innovations to be utilized as a framework for practitioners and researchers to base their own effective forms of scenario-based learning. This publication would be of particular interest to practice-based disciplines such as education, nursing, medicine, and social work.
See identity and virtualworlds Vosmeer, Mirjam, 207 VR. See virtual reality Vygotsky, Lev S.,xvii,72, 117, 221 walkthroughs andguides, 47,64, 69,80,104 Walz, SteffenP., 191 WardripFruin, Noah, 169, 208 Wark, McKenzie, 36 Warlords, ...
Author: P. Lacasa
Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.