书目名称 | Online Worlds: Convergence of the Real and the Virtual |
编辑 | William Sims Bainbridge |
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概述 | Online Worlds" is a landmark publication about virtual worlds, exploring the cutting edge of social computing, and based on solid scientific research.It is based on solid methodological approaches inc |
丛书名称 | Human–Computer Interaction Series |
图书封面 |  |
描述 | 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. |
出版日期 | Book 2010 |
关键词 | Content; Human-computer Interaction; Online community; Virtual world; collaboration; trust; virtual realit |
版次 | 1 |
doi | https://doi.org/10.1007/978-1-84882-825-4 |
isbn_softcover | 978-1-84882-824-7 |
isbn_ebook | 978-1-84882-825-4Series ISSN 1571-5035 Series E-ISSN 2524-4477 |
issn_series | 1571-5035 |
copyright | Springer-Verlag London 2010 |