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Online Worlds: Convergence of the Real and the Virtual

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  • © 2010

Overview

  • 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 including participation observation ethnography, quantitative statistical analysis, laboratory experimentation, design studies, and others
  • Virtual worlds are of increasing popular and scientific interest, and the breadth of this book will make it accessible to a wide audience

Part of the book series: Human–Computer Interaction Series (HCIS)

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Table of contents (23 chapters)

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About this book

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.

Editors and Affiliations

  • Div. Information & Intelligent, National Science Foundation, Arlington, U.S.A.

    William Sims Bainbridge

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