Virtual world
   HOME

TheInfoList



OR:

A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal
avatar Avatar (, ; ), is a concept within Hinduism that in Sanskrit literally means "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appear ...
, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds. In a virtual world, the
user Ancient Egyptian roles * User (ancient Egyptian official), an ancient Egyptian nomarch (governor) of the Eighth Dynasty * Useramen, an ancient Egyptian vizier also called "User" Other uses * User (computing), a person (or software) using an ...
accesses a computer-simulated world which presents
perceptual Perception () is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment. All perception involves signals that go through the nervous syste ...
stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of presence. Such modeled worlds and their rules may draw from
reality Reality is the sum or aggregate of all that is real or existent within a system, as opposed to that which is only imaginary. The term is also used to refer to the ontological status of things, indicating their existence. In physical terms, re ...
or fantasy worlds. Example rules are
gravity In physics, gravity () is a fundamental interaction which causes mutual attraction between all things with mass or energy. Gravity is, by far, the weakest of the four fundamental interactions, approximately 1038 times weaker than the stro ...
,
topography Topography is the study of the forms and features of land surfaces. The topography of an area may refer to the land forms and features themselves, or a description or depiction in maps. Topography is a field of geoscience and planetary sc ...
, locomotion,
real-time Real-time or real time describes various operations in computing or other processes that must guarantee response times within a specified time (deadline), usually a relatively short time. A real-time process is generally one that happens in defined ...
actions, and
communication Communication (from la, communicare, meaning "to share" or "to be in relation with") is usually defined as the transmission of information. The term may also refer to the message communicated through such transmissions or the field of inqui ...
. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance
senses A sense is a biological system used by an organism for sensation, the process of gathering information about the world through the detection of stimuli. (For example, in the human body, the brain which is part of the central nervous system re ...
. Massively multiplayer online games depict a wide range of worlds, including those based on the real world,
science fiction Science fiction (sometimes shortened to Sci-Fi or SF) is a genre of speculative fiction which typically deals with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, parallel uni ...
, super heroes,
sports Sport pertains to any form of competitive physical activity or game that aims to use, maintain, or improve physical ability and skills while providing enjoyment to participants and, in some cases, entertainment to spectators. Sports can, ...
, horror, and
historical History (derived ) is the systematic study and the documentation of the human activity. The time period of event before the History of writing#Inventions of writing, invention of writing systems is considered prehistory. "History" is an umbr ...
milieus. Most MMORPGs have
real-time Real-time or real time describes various operations in computing or other processes that must guarantee response times within a specified time (deadline), usually a relatively short time. A real-time process is generally one that happens in defined ...
actions and
communication Communication (from la, communicare, meaning "to share" or "to be in relation with") is usually defined as the transmission of information. The term may also refer to the message communicated through such transmissions or the field of inqui ...
. Players create a character who travels between buildings, towns, and worlds to carry out business or leisure activities. Communication is usually textual, but real-time
voice communication Speech is a human vocal communication using language. Each language uses phonetic combinations of vowel and consonant sounds that form the sound of its words (that is, all English words sound different from all French words, even if they are ...
is also possible. The form of communication used can substantially affect the experience of players in the game. Media studies professor Edward Castronova used the term "synthetic worlds" to discuss individual virtual worlds, but this term has not been widely adopted. Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text-based chatrooms.


History

The concept of virtual worlds significantly predates computers. The Roman naturalist,
Pliny the Elder Gaius Plinius Secundus (AD 23/2479), called Pliny the Elder (), was a Roman author, naturalist and natural philosopher, and naval and army commander of the early Roman Empire, and a friend of the emperor Vespasian. He wrote the encyclopedic ' ...
, expressed an interest in perceptual illusion. In the twentieth century, the cinematographer Morton Heilig explored the creation of the Sensorama, a theatre experience designed to stimulate the senses of the audience—vision, sound, balance, smell, even touch (via wind)—and so draw them more effectively into the productions Among the earliest virtual worlds implemented by computers were
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), edu ...
simulators, such as the work of Ivan Sutherland. Such devices are characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, in particular the multi-user online environments, emerged mostly independently of this research, fueled instead by the gaming industry but drawing on similar inspiration. While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an immersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive experience. Maze War was the first networked, 3D multi-user first person shooter game. Maze introduced the concept of online players in 1973–1974 as "eyeball 'avatars' chasing each other around in a maze." It was played on
ARPANET The Advanced Research Projects Agency Network (ARPANET) was the first wide-area packet-switched network with distributed control and one of the first networks to implement the TCP/IP protocol suite. Both technologies became the technical fou ...
, or Advanced Research Projects Agency Network, a precursor to the Internet funded by the
United States Department of Defense The United States Department of Defense (DoD, USDOD or DOD) is an executive branch department of the federal government charged with coordinating and supervising all agencies and functions of the government directly related to national sec ...
for use in university and research laboratories. The initial game could only be played on an Imlac, as it was specifically designed for this type of computer. The first virtual worlds presented on the
Internet The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a '' network of networks'' that consists of private, p ...
were communities and chat rooms, some of which evolved into MUDs and MUSHes. The first MUD, known as MUD1, was released in 1978. The acronym originally stood for Multi-User Dungeon, but later also came to mean Multi-User Dimension and Multi-User Domain. A MUD is a virtual world with many players interacting in real time. The early versions were text-based, offering only limited graphical representation and often using a
Command Line Interface A command-line interpreter or command-line processor uses a command-line interface (CLI) to receive commands from a user in the form of lines of text. This provides a means of setting parameters for the environment, invoking executables and pro ...
. Users interact in role-playing or competitive games by typing commands and can read or view descriptions of the world and other players. Such early worlds began the MUD heritage that eventually led to massively multiplayer online role-playing games, more commonly known as MMORPGs, a genre of role-playing games in which a large number of players interact within a virtual world. Some prototype virtual worlds were '' WorldsAway'', a two-dimensional chat environment where users designed their own avatars; '' Dreamscape,'' an interactive community featuring a virtual world by CompuServe; Cityspace, an educational networking and 3D computer graphics project for children; and '' The Palace'', a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to ''
Habitat In ecology, the term habitat summarises the array of resources, physical and biotic factors that are present in an area, such as to support the survival and reproduction of a particular species. A species habitat can be seen as the physical ...
'', developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online). In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D. In 1999,
Whyville Whyville is an educational Internet site geared towards children from ages 8–14+ founded and managed by Numedeon, Inc. Whyville engages its users in learning about a broad range of topics, including science, business, art and geography. Whyvi ...
.net the first virtual world specifically for children was launched with a base in game-based learning and one of the earliest virtual currency-based economies. Shortly after, in 2000, Habbo launched and grew to become one of the most popular and longest running virtual worlds with millions of users around the world.


Virtual world concepts

Definitions for a "virtual world" include: * ''"A virtual world is something with the following characteristics: It operates using an underlying automated rule set—its physics; Each player represents an individual "in" the virtual world-that player’s character; Interaction with the world takes place in real time—if you do something, it happens pretty much when you do it; The world is shared-other people can play in the same world at the same time as you; The world is persistent-it’s still there when you’re not; It’s not the real world"'', by Richard Bartle in 2015 * ''"A simulated environment where many agents can virtually interact with each other, act and react to things, phenomena and the environment; agents can be zero or many human(s), each represented by many entities called a virtual self (an avatar), or many software agents; all action/reaction/interaction must happen in a real-time shared spatiotemporal nonpausable virtual environment; the environment may consist of many data spaces, but the collection of data spaces should constitute a shared data space, one persistent shard"'', by Nevelsteen in 2018 There is no generally accepted definition of virtual world, but they do require that the world be persistent; in other words, the world must continue to exist even after a user exits the world, and user-made changes to the world should be preserved. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, ''EverQuest'' time passes faster than real-time despite using the same calendar and time units to present game time. As ''virtual world'' is a general term, the virtual environment supports varying degrees of play and gaming. Some uses of the term include * Massively multiplayer online games (MMOGs) games in which a large number of players interact within a virtual world. The concept of MMO has spread to other game types such as sports, real-time strategy and others. The persistence criterion is the only criterion that separates virtual worlds from video games, meaning that some MMO versions of RTS and FPS games resemble virtual worlds; '' Destiny'' is a video game that is such a pseudo virtual world. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the
Google Maps Google Maps is a web mapping platform and consumer application offered by Google. It offers satellite imagery, aerial photography, street maps, 360° interactive panoramic views of streets (Street View), real-time traffic conditions, and rou ...
API or through a simple virtual geocaching of " easter eggs" on
WikiMapia Wikimapia is a geographic online encyclopedia project. The project implements an interactive "clickable" web map that utilizes Google Maps with a geographically-referenced wiki system, with the aim to mark and describe all geographical object ...
or similar mash-ups, where permitted; these concepts are virtual worlds making use of mixed reality. * Collaborative virtual environments (CVEs) designed for collaborative work in a virtual environment. * Massively multiplayer online real-life games (MMORLGs), also called virtual social worlds,Kaplan, Andreas M.; Haenlein, Michael (2009). "The fairyland of Second Life: About virtual social worlds and how to use them". Business Horizons 52 (6) where the user can edit and alter their
avatar Avatar (, ; ), is a concept within Hinduism that in Sanskrit literally means "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appear ...
at will, allowing them to play a more dynamic role, or multiple roles.


Economy

A virtual economy is the emergent property of the interaction between participants in a virtual world. While the designers have a great deal of control over the economy by the encoded mechanics of trade, it is nonetheless the actions of players that define the economic conditions of a virtual world. The economy arises as a result of the choices that players make under the scarcity of real and virtual resources such as time or currency. Participants have a limited time in the virtual world, as in the real world, which they must divide between task such as collecting resources, practicing trade skills, or engaging in less productive fun play. The choices they make in their interaction with the virtual world, along with the mechanics of trade and wealth acquisition, dictate the relative values of items in the economy. The economy in virtual worlds is typically driven by in-game needs such as equipment, food, or trade goods. Virtual economies like that of
Second Life ''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Fr ...
, however, are almost entirely player-produced with very little link to in-game needs. While the relevance of virtual world economics to physical world economics has been questioned, it has been shown the users of virtual worlds respond to economic stimuli (such as the law of supply and demand) in the same way that people do in the physical world. In fact, there are often very direct corollaries between physical world economic decisions and virtual world economic decisions, such as the decision by prisoners of war in World War II to adopt cigarettes as currency and the adoption of Stones of Jordan as currency in ''Diablo II''. The value of objects in a virtual economy is usually linked to their usefulness and the difficulty of obtaining them. The investment of real world resources (time, membership fees, etc.) in acquisition of wealth in a virtual economy may contribute to the real world value of virtual objects. This real world value is made obvious by the (mostly illegal) trade of virtual items on online market sites like
eBay eBay Inc. ( ) is an American multinational e-commerce company based in San Jose, California, that facilitates consumer-to-consumer and business-to-consumer sales through its website. eBay was founded by Pierre Omidyar in 1995 and became ...
, PlayerUp, IGE for real world
money Money is any item or verifiable record that is generally accepted as payment for goods and services and repayment of debts, such as taxes, in a particular country or socio-economic context. The primary functions which distinguish money ar ...
. Recent legal disputes also acknowledge the value of virtual property, even overriding the mandatory
EULA An end-user license agreement or EULA () is a legal contract between a software supplier and a customer or end-user, generally made available to the customer via a retailer acting as an intermediary. A EULA specifies in detail the rights and res ...
which many software companies use to establish that virtual property has no value and/or that users of the virtual world have no legal claim to property therein. Some industry analysts have moreover observed that there is a secondary industry growing behind the virtual worlds, made up by
social network A social network is a social structure made up of a set of social actors (such as individuals or organizations), sets of dyadic ties, and other social interactions between actors. The social network perspective provides a set of methods fo ...
s, websites and other projects completely devoted to virtual worlds communities and gamers. Special websites such as GamerDNA,
Koinup Koinup was an image and video hosting service, web portal and online community for virtual world users. It was used both as a photo and video repository platform and as a tool to share virtual world screenshots, photographs and machinima. , it ...
and others which serve as social networks for virtual worlds users are facing some crucial issues as the DataPortability of
avatar Avatar (, ; ), is a concept within Hinduism that in Sanskrit literally means "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appear ...
s across many virtual worlds and MMORPGs. Virtual worlds offer advertisers the potential for virtual advertisements, such as the in-game advertising already found in a number of video games.


Geography

The geography of virtual worlds can vary widely because the role of
geography Geography (from Greek: , ''geographia''. Combination of Greek words ‘Geo’ (The Earth) and ‘Graphien’ (to describe), literally "earth description") is a field of science devoted to the study of the lands, features, inhabitants, an ...
and
space Space is the boundless three-dimensional extent in which objects and events have relative position and direction. In classical physics, physical space is often conceived in three linear dimensions, although modern physicists usually consi ...
is an important design component over which the developers of virtual worlds have control and may choose to alter. Virtual worlds are, at least superficially, digital instantiations of three-dimensional space. As a result, considerations of geography in virtual worlds (such as World of Warcraft) often revolve around “ spatial narratives” in which players act out a nomadic hero's journey along the lines of that present in ''The Odyssey''. The creation of fantastic places is also a reoccurring theme in the geographic study of virtual worlds, although, perhaps counterintuitively, the heaviest users of virtual worlds often downgrade the sensory stimuli of the world's fantastic places in order to make themselves more efficient at core tasks in the world, such as killing monsters. However, the geographic component of some worlds may only be a geographic veneer atop an otherwise nonspatial core structure. For instance, while imposing geographic constraints upon users when they quest for items, these constraints may be removed when they sell items in a geographically unconstrained auction house. In this way, virtual worlds may provide a glimpse into what the future economic geography of the physical world may be like as more and more goods become digital.


Research

Virtual spaces can serve a variety of research and educational goals and may be useful for examining human behaviour. Offline- and virtual-world personalities differ from each other but are nevertheless significantly related which has a number of implications for
self-verification Self-verification is a social psychological theory that asserts people want to be known and understood by others according to their firmly held beliefs and feelings about themselves, that is ''self-views'' (including self-concepts and self-este ...
,
self-enhancement Self-enhancement is a type of motivation that works to make people feel good about themselves and to maintain self-esteem. This motive becomes especially prominent in situations of threat, failure or blows to one's self-esteem. Self-enhancement i ...
and other
personality theories Personality is the characteristic sets of behaviors, cognitions, and emotional patterns that are formed from biological and environmental factors, and which change over time. While there is no generally agreed-upon definition of personality, mo ...
. Panic and agoraphobia have also been studied in a virtual world. Given the large engagement, especially of young children in virtual worlds, there has been a steady growth in research studies involving the social, educational and even emotional impact of virtual worlds on children. The
John D. and Catherine T. MacArthur Foundation The John D. and Catherine T. MacArthur Foundation is a private foundation that makes grants and impact investments to support non-profit organizations in approximately 50 countries around the world. It has an endowment of $7.0 billion and ...
for example have funded research into virtual worlds including, for example, how preteens explore and share information about reproductive health. A larger set of studies on children's social and political use of the virtual world
Whyville Whyville is an educational Internet site geared towards children from ages 8–14+ founded and managed by Numedeon, Inc. Whyville engages its users in learning about a broad range of topics, including science, business, art and geography. Whyvi ...
.net has also been published in the book "Connected Play: Tweens in a Virtual World" Authored by Yasmin B. Kafai, Deborah A. Fields, and Mizuko Ito. Several other research publications now specifically address the use of virtual worlds for education. Other research focused more on adults explores the reasons for indulging and the emotions of virtual world users. Many users seek an
escape Escape or Escaping may refer to: Computing * Escape character, in computing and telecommunication, a character which signifies that what follows takes an alternative interpretation ** Escape sequence, a series of characters used to trigger some s ...
or a comfort zone in entering these virtual worlds, as well as a sense of acceptance and freedom. Virtual worlds allow users to freely explore many facets of their personalities in ways that are not easily available to them in real life.Indalecio, Tina. Psychology Today. How Much Of An Individual’s Virtual Identity, Is Really - Real? Exploring Identity in the Virtual World - Is that REALLY you? 1991–2012. Sussex Publishers, LLC. 30 April 2010 However, users may not be able to apply this new information outside of the virtual world. Thus, virtual worlds allow for users to flourish within the world and possibly become addicted to their new virtual life which may create a challenge as far as dealing with others and in emotionally surviving within their real lives. One reason for this freedom of exploration can be attributed to the anonymity that virtual worlds provide. It gives the individual the ability to be free from social norms, family pressures or expectations they may face in their personal real world lives. The avatar persona experiences an experience similar to an escape from reality like drug or alcohol usage for numbing pain or hiding behind it. The avatar no longer represents a simple tool or mechanism manipulated in cyberspace. Instead, it has become the individual's bridge between the physical and virtual world, a conduit through which to express oneself among other social actors. The avatar becomes the person's alter ego; the vehicle to which one utilizes to exist among others who are all seeking the same satisfaction. While greatly facilitating ease of interaction across time and geographic boundaries, the virtual world presents an unreal environment with instant connection and gratification. Online encounters are employed as seemingly fulfilling alternatives to “live person” relationships (Toronto, 2009). When one is ashamed, insecure, lost or just looking for something different and stimulating to engage in, virtual worlds are the perfect environment for its users. A person has unlimited access to an infinite array of opportunities to fulfill every fantasy, grant every wish, or satisfy every desire. He or she can face any fear or conquer any enemy, all at the click of a mouse (Toronto, 2009). Ultimately, virtual worlds are the place to go when real life becomes overbearing or boring. While in real life individuals hesitate to communicate their true opinions, it is easier to do so online because they don't ever have to meet the people they are talking with (Toronto, 2009). Thus, virtual worlds are basically a psychological escape. Another area of research related to virtual worlds is the field of
navigation Navigation is a field of study that focuses on the process of monitoring and controlling the movement of a craft or vehicle from one place to another.Bowditch, 2003:799. The field of navigation includes four general categories: land navigation ...
. Specifically, this research investigates whether or not virtual environments are adequate learning tools in regards to real-world navigation. Psychologists at Saint Michael's College found that video game experience corresponded with ability to navigate virtual environments and complete objectives; however, that experience did not correlate with an increased ability to navigate real, physical environments. An extensive study at the University of Washington conducted multiple experiments involving virtual navigation. One experiment had two groups of subjects, the first of which examined maps of a virtual environment, and the second of which navigated the virtual environment. The groups of subjects then completed an objective in the virtual environment. There was little difference between the two groups’ performances, and what difference there was, it was in favor of the map-users. The test subjects, though, were generally unfamiliar with the virtual world interface, likely leading to some impaired navigation, and thus bias in the yielded analysis of the experiments. The study concluded that the interface objects made natural navigation movements impossible, and perhaps less intrusive controls for the virtual environment would reduce the effect of the impairment.


Hardware

Unlike most video games, which are usually navigated using various free-ranging human interface devices (HIDs), virtual worlds are usually navigated (as of 2009) using HIDs which are designed and oriented around flat, 2-dimensional
graphical user interface The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, ins ...
s; as most comparatively inexpensive computer mice are manufactured and distributed for 2-dimensional UI navigation, the lack of 3D-capable HID usage among most virtual world users is likely due to both the lack of penetration of 3D-capable devices into non-niche, non-gaming markets as well as the generally higher pricing of such devices compared to 2-dimensional HIDs. Even those users who do make use of HIDs which provide such features as six degrees of freedom often have to switch between separate 3D and 2D devices in order to navigate their respectively designed interfaces. Like video gamers, some users of virtual world clients may also have a difficult experience with the necessity of proper graphics hardware (such as the more advanced
graphics processing unit A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, m ...
s distributed by
Nvidia Nvidia CorporationOfficially written as NVIDIA and stylized in its logo as VIDIA with the lowercase "n" the same height as the uppercase "VIDIA"; formerly stylized as VIDIA with a large italicized lowercase "n" on products from the mid 1990s to ...
and AMD) for the sake of reducing the frequency of less-than-fluid graphics instances in the navigation of virtual worlds. However, in part for this reason, a growing number of virtual world engines, especially serving children, are entirely browser-based requiring no software down loads or specialized computer hardware. The first virtual world of this kind was
Whyville Whyville is an educational Internet site geared towards children from ages 8–14+ founded and managed by Numedeon, Inc. Whyville engages its users in learning about a broad range of topics, including science, business, art and geography. Whyvi ...
.net, launched in 1999, built by
Numedeon Numedeon, Inc. is a privately held company based in Pasadena, California, that since 1999 has been developing immersive online digital learning technology. Best known for creating the children's educational web site "''Whyville''", Numedeon has al ...
inc. which obtained an early patent for its browser-based implementation.


Application domains


Social

Although the social interactions of participants in virtual worlds are often viewed in the context of 3D Games, other forms of interaction are common as well, including forums, blogs, wikis, chatrooms, instant messaging, and video-conferences. Communities are born in places which have their own rules, topics, jokes, and even language. Members of such communities can find like-minded people to interact with, whether this be through a shared passion, the wish to share information, or a desire to meet new people and experience new things. Users may develop personalities within the community adapted to the particular world they are interacting with, which can impact the way they think and act. Internet friendships and participation online communities tend to complement existing friendships and civic participation rather than replacing or diminishing such interactions.


Medical

Disabled or chronically invalided people of any age can benefit enormously from experiencing the mental and emotional freedom gained by temporarily leaving their disabilities behind and doing, through the medium of their avatars, things as simple and potentially accessible to able, healthy people as walking, running, dancing, sailing, fishing, swimming, surfing, flying, skiing, gardening, exploring and other physical activities which their illnesses or disabilities prevent them from doing in real life. They may also be able to socialize, form friendships and relationships much more easily and avoid the stigma and other obstacles which would normally be attached to their disabilities. This can be much more constructive, emotionally satisfying and mentally fulfilling than passive pastimes such as television watching, playing computer games, reading or more conventional types of internet use. The
Starlight Children's Foundation Starlight Children's Foundation is a nonprofit organization founded in 1982. Starlight's programs include providing hospital wear, games, and deliveries to hospitalized children. The programs are provided directly to children through Starlight's ne ...
helps hospitalized children (suffering from painful diseases or
autism The autism spectrum, often referred to as just autism or in the context of a professional diagnosis autism spectrum disorder (ASD) or autism spectrum condition (ASC), is a neurodevelopmental condition (or conditions) characterized by difficulti ...
for example) to create a comfortable and safe environment which can expand their situation, experience interactions (when the involvement of a multiple cultures and players from around the world is factored in) they may not have been able to experience without a virtual world, healthy or sick. Virtual worlds also enable them to experience and act beyond the restrictions of their illness and help to relieve stress. Virtual worlds can help players become more familiar and comfortable with actions they may in real-life feel reluctant or embarrassed. For example, in
World of Warcraft ''World of Warcraft'' (''WoW'') is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. Set in the '' Warcraft'' fantasy universe, ''World of Warcraft'' takes place within the world of Azer ...
, /dance is the emote for a dance move which a player in the virtual world can "emote" quite simply. And a familiarization with said or similar "emotes" or social skills (such as, encouragement, gratitude, problem-solving, and even kissing) in the virtual world via avatar can make the assimilation to similar forms of expression, socialization, interaction in real life smooth. Interaction with humans through avatars in the virtual world has potential to seriously expand the mechanics of one's interaction with real-life interactions.


Commercial

As businesses compete in the real world, they also compete in virtual worlds. As there has been an increase in the buying and selling of products online (e-commerce) this twinned with the rise in the popularity of the internet, has forced businesses to adjust to accommodate the new market. Many companies and organizations now incorporate virtual worlds as a new form of advertising. There are many advantages to using these methods of commercialization. An example of this would be Apple creating an online store within Second Life. This allows the users to browse the latest and innovative products. Players cannot actually purchase a product but having these “virtual stores” is a way of accessing a different clientele and customer demographic. The use of advertising within "virtual worlds" is a relatively new idea. This is because Virtual Worlds is a relatively new technology. Before companies would use an advertising company to promote their products. With the introduction of the prospect of commercial success within a Virtual World, companies can reduce cost and time constraints by keeping this "in-house". An obvious advantage is that it will reduce any costs and restrictions that could come into play in the real world. Using virtual worlds gives companies the opportunity to gauge customer reaction and receive feedback. Feedback can be crucial to the development of a project as it will inform the creators exactly what users want. Using virtual worlds as a tool allows companies to test user reaction and give them feedback on products. This can be crucial as it will give the companies an insight as to what the market and customers want from new products, which can give them a competitive edge. Competitive edge is crucial in the ruthless world that is today's business. Another use of virtual worlds business is where players can create a gathering place. Many businesses can now be involved in business-to-business commercial activity and will create a specific area within a virtual world to carry out their business. Within this space all relevant information can be held. This can be useful for a variety of reasons. Players can conduct business with companies on the other side of the world, so there are no geographical limitations, it can increase company productivity. Knowing that there is an area where help is on hand can aid the employees. Sun Microsystems have created an island in Second Life dedicated for the sole use of their employees. This is a place where people can go and seek help, exchange new ideas or to advertise a new product. According to trade media company Virtual Worlds Management, commercial investments in the "virtual worlds" sector were in excess of US$425 million in Q4 2007, and totaled US$184 million in Q1 2008. However, the selection process for defining a "virtual worlds" company in this context has been challenged by one industry blog.


E-commerce (legal)

A number of virtual worlds have incorporated systems for sale of goods through virtual interfaces and using virtual currencies. Transfers of in-world credits typically are not bound by laws governing commerce. Such transactions may lack the oversight and protections associated with real-world commerce, and there is potential for fraudulent transactions. One example is that of Ginko Financial, a bank system featured in
Second Life ''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Fr ...
where avatars could deposit their real life currency after converted to Linden Dollars for a profit. In July 2007, residents of Second Life crowded around the ATM's in an unsuccessful attempt to withdraw their money. After a few days the ATM's along with the banks disappeared altogether. Around $700,000 in real world money was reported missing from residents in Second Life. An investigation was launched but nothing substantial ever came of finding and punishing the avatar known as Nicholas Portocarrero who was the head of Ginko Financial. Civil and criminal laws exist in the real world and are put in place to govern people's behavior. Virtual Worlds such as ''
Eve Online ''Eve Online'' (stylised ''EVE Online'') is a space-based, persistent world massively multiplayer online role-playing game (MMORPG) developed and published by CCP Games. Players of ''Eve Online'' can participate in a number of in-game profes ...
'' and ''
Second Life ''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Fr ...
'' also have people and systems that govern them.Haskins, Walaika (July 31, 2008)
Who polices Virtual Worlds?
Access date: February 2013.
Providers of online virtual spaces have more than one approach to the governing of their environments. ''
Second Life ''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Fr ...
'' for instance was designed with the expectation being on the residents to establish their own community rules for appropriate behaviour. On the other hand, some virtual worlds such as '' Habbo'' enforce clear rules for behaviour, as seen in their terms and conditions. In some instances virtual worlds don't need established rules of conduct because actions such as ‘killing’ another avatar is impossible. However, if needed to, rule breakers can be punished with fines being payable through their virtual bank account, alternatively a players suspension may be put into effect. Instances of real world theft from a virtual world do exist, Eve Online had an incident where a bank controller stole around 200bn credits and exchanged them for real world cash amounting to £3,115. The player in question has now been suspended as trading in-game cash for real money is against Eve Online's terms and conditions.


Entertainment

There are many
MMORPG A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a Player charac ...
virtual worlds out on many platforms. Most notable are
IMVU IMVU (, stylized as imvu) is an online virtual world and social networking site. IMVU was founded in 2004 and was originally backed by venture investors Menlo Ventures, AllegisCyber Capital, Bridgescale Partners, and Best Buy Capital.
for Windows, PlayStation Home for
PlayStation 3 The PlayStation 3 (PS3) is a home video game console developed by Sony Interactive Entertainment, Sony Computer Entertainment. The successor to the PlayStation 2, it is part of the PlayStation brand of consoles. It was first released on Novemb ...
, and Second Life for Windows. Many Virtual worlds have shut down since launch however. Notable shutdowns are The Sims Online, The Sims Bustin Out Online Weekend Mode, PlayStation Home, and Club Penguin.


Single-player games

Some
single-player video game A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usually ...
s contain virtual worlds populated by
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
s (NPC). Many of these allow players to save the current state of this world instance to allow stopping and restarting the virtual world at a later date. (This can be done with some multiplayer environments as well.) The virtual worlds found in
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
s are often split into discrete levels. Single-player games such as ''
Minecraft ''Minecraft'' is a sandbox game developed by Mojang Studios. The game was created by Markus "Notch" Persson in the Java programming language. Following several early private testing versions, it was first made public in May 2009 before b ...
'' have semi-infinite procedurally generated worlds that allow players to optionally create their own world without other players, and then combine skills from the game to work together with other players and create bigger and more intricate environments. These environments can then be accessed by other players, if the
server Server may refer to: Computing *Server (computing), a computer program or a device that provides functionality for other programs or devices, called clients Role * Waiting staff, those who work at a restaurant or a bar attending customers and su ...
is available to other players then they may be able to modify parts of it, such as the structure of the environment. At one level, a more or less realistic rendered 3D space like the game world of ''
Halo 3 ''Halo 3'' is a 2007 first-person shooter video game developed by Bungie for the Xbox 360 console. The third installment in the ''Halo'' franchise, the game concludes the story arc begun in 2001's '' Halo: Combat Evolved'' and continued in ...
'' or ''
Grand Theft Auto V ''Grand Theft Auto V'' is a 2013 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the seventh main entry in the ''Grand Theft Auto'' series, following 2008's ''Grand Theft Auto IV'', and the fifteenth in ...
'' is just as much a big database as Microsoft's Encarta encyclopedia.


Use in education

Virtual worlds represent a powerful new medium for instruction and education that presents many opportunities but also some challenges. Persistence allows for continuing and growing social interactions, which themselves can serve as a basis for collaborative education. The use of virtual worlds can give teachers the opportunity to have a greater level of student participation. It allows users to be able to carry out tasks that could be difficult in the real world due to constraints and restrictions, such as cost, scheduling or location. Virtual worlds have the capability to adapt and grow to different user needs, for example, classroom teachers are able to use virtual worlds in their classroom leveraging their
interactive whiteboard An interactive whiteboard (IWB), also known as interactive board or smart board, is a large interactive display board in the form factor of a whiteboard. It can either be a standalone touchscreen computer used independently to perform task ...
with the
open-source Open source is source code that is made freely available for possible modification and redistribution. Products include permission to use the source code, design documents, or content of the product. The open-source model is a decentralized so ...
project
Edusim Edusim is a cave automatic virtual environment "Immersive Touch" 3D natural user interface (NUI)-based concept of lesson driven (multi-user) 3D virtual worlds on the classroom interactive whiteboard or classroom interactive surface. The Edu ...
. They can be a good source of user feedback, the typical paper-based resources have limitations that Virtual Worlds can overcome. Multi-user virtual worlds with easy-to-use affordances for building are useful in project-based learning. For example, Active Worlds is used to support classroom teachers in Virginia Beach City Public Schools, the out-of-school NASA RealWorld-InWorld Engineering Design Challenge, and many after school and in school programs in EDUni-NY. Projects range from tightly scaffolded reflection spaces to open building based on student-centered designs. New York Museums AMNH and NYSci have used the medium to support STEM learning experiences for their program participants. Virtual worlds can also be used with
virtual learning environment A virtual learning environment (VLE) in educational technology is a web-based platform for the digital aspects of courses of study, usually within educational institutions. They present resources, activities, and interactions within a course stru ...
s, as in the case of what is done in the Sloodle project, which aims to merge
Second Life ''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Fr ...
with
Moodle Moodle is a free and open-source learning management system written in PHP and distributed under the GNU General Public License. Moodle is used for blended learning, distance education, flipped classroom and other online learning projects in ...
. Virtual worlds allow users with specific needs and requirements to access and use the same learning materials from home as they would receive if they were physically present. Virtual worlds can help users stay up to date with relevant information and needs while also feeling as they are involved. Having the option to be able to attend a presentation via a virtual world from home or from their workplace, can help the user to be more at ease and comfortable. Although virtual worlds are used as an alternative method of communicating and interacting with students and teachers, a sense of isolation can occur such as losing certain body language cues and other more personal aspects that one would achieve if they were face to face. Some virtual worlds also offer an environment where simulation-based activities and games allow users to experiment various phenomenon and learn the underlying physics and principles. An example is
Whyville Whyville is an educational Internet site geared towards children from ages 8–14+ founded and managed by Numedeon, Inc. Whyville engages its users in learning about a broad range of topics, including science, business, art and geography. Whyvi ...
launched in 1999, which targets kids and teenagers, offering them many opportunities to experiment, understand and learn. Topics covered in
Whyville Whyville is an educational Internet site geared towards children from ages 8–14+ founded and managed by Numedeon, Inc. Whyville engages its users in learning about a broad range of topics, including science, business, art and geography. Whyvi ...
vary from physics to nutrition to ecology. Whyville also has a strong entrepreneurial structure based on user created virtual content sold in the internal virtual economy. Some multi-user virtual worlds have become used for educational purposes and are thus called Multi-User Virtual Learning Environments (MUVLEs). Examples have included the use of
Second Life ''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Fr ...
for teaching English as a foreign languages (EFL) Many specialist types of MUVLE have particular pedagogies associated with them. For instance,
George Siemens George Siemens is a Canadian expatriate professor of psychology at the University of Texas at Arlington and professor and director of the Centre for Change and Complexity in Learning at the University of South Australia. He is known for his theo ...
,
Stephen Downes Stephen Downes (born April 6, 1959) is a Canadian philosopher and commentator in the fields of online learning and new media. He has explored and promoted the educational use of computer and online technologies since 1995. He gave the 2004 Bunti ...
continue to promote the use of a type of MUVLE Dave Cormier coined called a '
MOOC A massive open online course (MOOC ) or an open online course is an online course aimed at unlimited participation and open access via the Web. In addition to traditional course materials, such as filmed lectures, readings, and problem sets, m ...
'. Even though MOOCs were once seen as "next big thing" by universities and
online education Distance education, also known as distance learning, is the education of students who may not always be physically present at a school, or where the learner and the teacher are separated in both time and distance. Traditionally, this usually i ...
service providers such as
Blackboard Inc Blackboard Inc. was an American educational technology company with corporate headquarters in Reston, VA. It was known for Blackboard Learn, a learning management system. It merged with Anthology in late 2021, with the future name of the combi ...
, this was in fact what has been called a "stampede."Laura Pappano
The Year of the MOOC - The New York Times
November 2, 2012
By early 2013, serious questions emerged about whether MOOCs were simply part of a
hype cycle The Gartner hype cycle is a graphical presentation developed, used and branded by the American research, advisory and information technology firm Gartner to represent the maturity, adoption, and social application of specific technologies. The hy ...
and indeed following that hype whether academia was thus "MOOC'd out."


Language

Language learning is the most widespread type of education in virtual worlds.


Business

Online training overcomes constraints such as distance, infrastructure, accommodation costs and tight scheduling. Although
video conferencing Videotelephony, also known as videoconferencing and video teleconferencing, is the two-way or multipoint reception and transmission of audio signal, audio and video signals by people in different locations for Real-time, real time communication. ...
may be the most common tool, virtual worlds have been adopted by the
business Business is the practice of making one's living or making money by producing or buying and selling products (such as goods and services). It is also "any activity or enterprise entered into for profit." Having a business name does not separ ...
environment for training employees. For example,
Second Life ''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Fr ...
has been used in
business schools A business school is a university-level institution that confers degrees in business administration or management. A business school may also be referred to as school of management, management school, school of business administration, o ...
. Virtual training content resembles traditional tutorials and testing of user knowledge. Despite the lack of face to face contact and impaired social linking, learning efficiency may not be adversely affected as adults need autonomy in learning and are more self-directed than younger students. Some companies and public places allow free virtual access to their facilities as an alternative to a video or picture.


In fiction

Virtual worlds,
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), edu ...
, and
cyberspace Cyberspace is a concept describing a widespread interconnected digital technology. "The expression dates back from the first decade of the diffusion of the internet. It refers to the online world as a world 'apart', as distinct from everyday re ...
are popular fictional motifs. The first was probably
John M. Ford John Milo "Mike" Ford (April 10, 1957 – September 25, 2006) was an American science fiction and fantasy writer, game designer, and poet. A contributor to several online discussions, Ford composed poems, often improvised, in both complicated ...
's 1980 novel '' Web of Angels'', and a prominent early example is the work of
William Gibson William Ford Gibson (born March 17, 1948) is an American-Canadian speculative fiction writer and essayist widely credited with pioneering the science fiction subgenre known as ''cyberpunk''. Beginning his writing career in the late 1970s, hi ...
. Virtual worlds are integral to works such as ''
Tron ''Tron'' (stylized as ''TRON'') is a 1982 American science fiction action- adventure film written and directed by Steven Lisberger from a story by Lisberger and Bonnie MacBird. The film stars Jeff Bridges as Kevin Flynn, a computer programmer ...
'', ''
Neuromancer ''Neuromancer'' is a 1984 science fiction novel by American-Canadian writer William Gibson. Considered one of the earliest and best-known works in the cyberpunk genre, it is the only novel to win the Nebula Award, the Philip K. Dick Award, and ...
'', ''
Ghost in the Shell ''Ghost in the Shell'' is a Japanese cyberpunk media franchise based on the seinen manga series of the same name written and illustrated by Masamune Shirow. The manga, first serialized in 1989 under the subtitle of ''The Ghost in the Shell'' ...
'', ''
Snow Crash ''Snow Crash'' is a science fiction novel by the American writer Neal Stephenson, published in 1992. Like many of Stephenson's novels, it covers history, linguistics, anthropology, archaeology, religion, computer science, politics, cryptography ...
'', ''
The Lawnmower Man "The Lawnmower Man" is a short story by Stephen King, first published in the May 1975 issue of ''Cavalier'' and later included in King's 1978 collection '' Night Shift''. Plot summary Harold Parkette is in need of a new lawn mowing service. The ...
'', '' Lawnmower Man 2'', ''
ReBoot In computing, rebooting is the process by which a running computer system is restarted, either intentionally or unintentionally. Reboots can be either a cold reboot (alternatively known as a hard reboot) in which the power to the system is physi ...
'', ''
Digimon , short for "Digital Monsters" ( ''Dejitaru Monsutā''), is a Japanese media franchise encompassing virtual pet toys, anime, manga, video games, films and a trading card game. The franchise focuses on the eponymous creatures, who inhabit a ...
'', ''
The Matrix ''The Matrix'' is a 1999 science fiction action film written and directed by the Wachowskis. It is the first installment in ''The Matrix'' film series, starring Keanu Reeves, Laurence Fishburne, Carrie-Anne Moss, Hugo Weaving, and Joe Pantolia ...
'', '' MegaMan NT Warrior'', '' Epic'', ''
Code Lyoko ''Code Lyoko'' () is a French animated television series created by Thomas Romain and Tania Palumbo and produced by Antefilms Production (season 1) and MoonScoop Group (seasons 2-4) for France 3 and Canal J, with the participation of Conseil ...
'' and '' Real Drive''. In A.K. Dewdney's novel, '' the Planiverse'' (1984), college students create a virtual world called 2DWorld, leading to contact with Arde, a two-dimensional parallel universe. The main focus of the Japanese cyberpunk, psychological, 13-episode
anime is Traditional animation, hand-drawn and computer animation, computer-generated animation originating from Japan. Outside of Japan and in English, ''anime'' refers specifically to animation produced in Japan. However, in Japan and in Japane ...
titled ''
Serial Experiments Lain ''Serial Experiments Lain'' (stylized as ''serial experiments lain'') is a Japanese anime television series created and co-produced by Yasuyuki Ueda, written by Chiaki J. Konaka and directed by Ryūtarō Nakamura. Animated by Triangle Staf ...
'' (1998) is the Wired, a virtual reality world that governs the sum of all electronic communication and machines; outer receptors are used to mentally transport a person ''into'' the Wired itself as a uniquely different virtual
avatar Avatar (, ; ), is a concept within Hinduism that in Sanskrit literally means "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appear ...
.
Yasutaka Tsutsui is a Japanese novelist, science fiction author, and actor. His ''Yumenokizaka bunkiten'' won the Tanizaki Prize in 1987. He has also won the 1981 Izumi Kyoka award, the 1989 Kawabata Yasunari award, and the 1992 Nihon SF Taisho Award. Writing ...
's novel, ''Gaspard in the Morning'' (1992), is the story of an individual immersed in the virtual world of a
massively multiplayer online game A massively multiplayer online game (MMOG or more commonly MMO) is an online video game with a large number of players, often hundreds or thousands, on the same server. MMOs usually feature a huge, persistent open world, although there are ...
. The plots of
isekai is a Japanese genre of speculative fiction—both portal fantasy and science fiction are included. It includes novels, light novels, films, manga, anime and video games that revolve around a person or people who are transported to and have to ...
works such as '' Moon: Remix RPG Adventure'' (1997), ''
Digimon Adventure , known as ''Digimon: Digital Monsters'' in English-speaking territories, is a 1999 Japanese anime television series produced by Toei Animation in cooperation with WiZ, Bandai and Fuji Television. It is the first anime series in the '' ...
'' (1999), ''
.hack ''.hack'' (pronounced "Dot Hack") is a Japanese multimedia franchise that encompasses two projects: Project .hack and .hack Conglomerate. They were primarily created and developed by CyberConnect2, and published by Bandai Namco Entertainment. ...
'' (2002), ''
Sword Art Online is a Japanese light novel series written by Reki Kawahara and illustrated by abec. The series takes place in the then-near future and focuses on protagonists Kazuto "Kirito" Kirigaya and Asuna Yuuki as they play through various vir ...
'' (2002), '' Summer Wars'' (2009), ''
Accel World is a Japanese light novel series written by Reki Kawahara and illustrated by HiMA. The series began publication in ASCII Media Works' '' Dengeki Bunko'' imprint from February 2009 and is licensed in North America by Yen Press. Two mang ...
'' (2009), ''
Ready Player One ''Ready Player One'' is a 2011 science fiction novel, and the debut novel of American author Ernest Cline. The story, set in a dystopia in 2045, follows protagonist Wade Watts on his search for an Easter egg in a worldwide virtual reality gam ...
'' (2011), ''
Jumanji ''Jumanji'' is a 1995 American fantasy adventure film directed by Joe Johnston from a screenplay by Jonathan Hensleigh, Greg Taylor, and Jim Strain. Loosely based on Chris Van Allsburg's picture book of the same name, the film is the first ...
'' (2017), '' Space Jam: A New Legacy'' (2021) and '' Belle'' (2021) also involve the virtual worlds of
video games Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedbac ...
. The fourth series of the New Zealand TV series '' The Tribe'' features the birth of Reality Space and the Virtual World that was created by Ram, the computer genius-wizard leader of The Technos. In 2009,
BBC Radio 7 BBC Radio 4 Extra (formerly BBC Radio 7) is a British Digital radio in the United Kingdom, digital radio broadcasting, radio station from the BBC, broadcasting archived repeats of comedy, drama and documentary programmes nationally, 24 hours a ...
commissioned ''
Planet B ''Planet B'' is a science fiction drama series first broadcast on BBC Radio 7 on 2 March 2009 as part of BBC Radio's science fiction season between February and March 2009. ''Planet B'' is set in a virtual world called "Planet B" in which peop ...
'', set in a virtual world in which a man searches for his girlfriend, believed to be dead, but in fact still alive within the world called "Planet B". The series is the biggest-ever commission for an original drama series. The plot of "
San Junipero "San Junipero" is the fourth episode in the third series of the British science fiction anthology television series ''Black Mirror''. Written by series creator and showrunner Charlie Brooker and directed by Owen Harris, it premiered on Netflix o ...
", series 3, episode 4 of the anthology TV series ''
Black Mirror ''Black Mirror'' is a British anthology television series created by Charlie Brooker. Individual episodes explore a diversity of genres, but most are set in near-future dystopias with science fiction technology—a type of speculative fiction ...
'', revolves around a virtual world in which participants can choose time periods to visit. Living people may visit only 5 hours per week; while the dying can choose to permanently preserve their consciousness there. An upcoming South Korean sci-fi fantasy film ''
Wonderland Wonderland may refer to: Places Municipalities * Wonderland, California, a ghost town in Plumas County * Wonderland, Ohio, a ghost town in Columbus, Ohio, U.S. Roads, streets, and trails * Wonderland Avenue, a roadway in Laurel Canyon, Los A ...
'', is about a virtual simulated place for people to reunite with a person they may not meet again, by using artificial intelligence.


Future

Virtual worlds may lead to a "mobility" of labor that may impact national and organizational competitiveness in a manner similar to the changes seen with the mobility of goods and then the mobility of labor. Virtual worlds may increasingly function as centers of commerce, trade, and business. Virtual asset trade is massive and growing; e.g., Second Life revenue reached approximately 7 million US Dollars per month, in 2011. Real world firms, such as
Coca-Cola Coca-Cola, or Coke, is a carbonated soft drink manufactured by the Coca-Cola Company. Originally marketed as a temperance bar, temperance drink and intended as a patent medicine, it was invented in the late 19th century by John Stith Pembe ...
, have used virtual worlds to advertise their brand.


See also

*
Cyberspace Cyberspace is a concept describing a widespread interconnected digital technology. "The expression dates back from the first decade of the diffusion of the internet. It refers to the online world as a world 'apart', as distinct from everyday re ...
*
Evans & Sutherland Evans & Sutherland is a pioneering American computer firm in the computer graphics field. Its current products are used in digital projection environments like planetariums. Its simulation business, which it sold to Rockwell Collins, sold products ...
*
Extended reality Extended reality is a catch-all to refer to augmented reality (AR) and virtual reality (VR). Sometimes the abbreviation “XR” is used to refer to both. The technology is intended to combine or mirror the physical world with a "digital twin world ...
*
Metaverse In science fiction, the "metaverse" is a hypothetical iteration of the Internet as a single, universal, and immersive virtual world that is facilitated by the use of virtual reality (VR) and augmented reality (AR) headsets. In colloquial usa ...
*
Mirror world A mirror world is a Representation_(arts), representation of the real world in digital form. It attempts to map real-world structures in a geographically accurate way. Mirror worlds offer a Utilitarianism, utilitarian software model of real human e ...
* Multisensory extended reality *'' OpenLife Grid'' *
Simulated reality The simulation theory is the hypothesis that reality could be simulated—for example by quantum computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds that may or may not know that they live i ...
*
Simulated reality in fiction Simulated reality is a common theme in science fiction. It should not be confused with the theme of virtual reality. Literature Theater * '' Possible Worlds'' (1990) and the 2000 film adaptation * ''World of Wires'' (2012), directed by Jay Sche ...
*
Transreality gaming A transreality game, sometimes written as trans-reality game, describes a type of video game or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa. In ...
*
Virtual community A virtual community is a social network of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communi ...
*
Virtual globe A virtual globe is a three-dimensional (3D) software model or representation of Earth or another world. A virtual globe provides the user with the ability to freely move around in the virtual environment by changing the viewing angle and posit ...
*
Virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), edu ...


Citations


References

* * * * * * * * * * * * * * * *Teixeira, Marcelo Mendonça; Ferreira, Tiago Alessandro Espinola (2014). The communication model of virtual universe. Munich: Grin Verlag.


External links


Journal of Gaming & Virtual Worlds
{{DEFAULTSORT:Virtual World Video game gameplay Virtual reality Persistent worlds Articles containing video clips Science fiction themes Cyberpunk themes Virtual world communities