Our world is becoming progressively more digital. The 1’s and 0’s of digital technology have touched almost all facets of our society — from media and advertising to music. Millions of people across demographic backgrounds meet in one or the other 150-plus (and rising) virtual worlds. These cyber worlds have become increasingly popular where people value online interaction, reality and life over real world experiences. The focus has shifted from gaming to social networking and exploration. Two genres of virtual worlds are created — for gaming and for pure virtual communities. The first category is goal-oriented, where there is a built-in objective for the resident to win a game. In the second category of virtual communities, the user decides as to what he/she wants to do in the virtual world, without any bounds to behaviour. Individuals are habituated to a world where they make the rules. The residents create their own identity and do whatever they want; they solidify their existence in the digital medium. This book proposes to explore the phenomenon of virtual worlds, implications on real-life applications and experiences. It looks at the societal and financial aspects of virtual worlds, the taking on of avatars and the regulatory and governance issues in cyber worlds. It also deals with the interaction and interdependence of real and virtual worlds. Well-known virtual worlds such as Second Life, World of Warcraft, Project Entropia etc. are cited in the book.
Virtual Worlds
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Title
Virtual Worlds
Author
Edition
1st ed.
Publisher
ISBN
9788131415856
Length
212p.
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