Online Worlds: Convergence of the Real and the Virtual
Kurzinformation
inkl. MwSt. Versandinformationen
Artikel zZt. nicht lieferbar
Artikel zZt. nicht lieferbar

Beschreibung
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. von Bainbridge, William Sims
Produktdetails
So garantieren wir Dir zu jeder Zeit Premiumqualität.
Über den Autor
- paperback
- 348 Seiten
- Erschienen 2003
- Kopp, Rottenburg
- Kartoniert
- 237 Seiten
- Erschienen 2022
- Springer VS
- hardcover
- 74 Seiten
- Erschienen 2013
- Klartext
- paperback
- 992 Seiten
- Erschienen 2005
- Heyne
- paperback
- 176 Seiten
- Erschienen 1995
- Simon & Schuster Ltd
- Gebunden
- 387 Seiten
- Erschienen 2013
- Springer
- paperback
- 642 Seiten
- Erschienen 2016
- Ætherworld Productions
- perfect
- 416 Seiten
- Erschienen 2014
- FISCHER FJB




