{"product_id":"online-worlds-convergence-of-the-real-and-the-virtual-paperback","title":"Online Worlds: Convergence of the Real and the Virtual - Paperback","description":"\u003cp\u003eby \u003cb\u003eWilliam Sims Bainbridge\u003c\/b\u003e (Editor)\u003c\/p\u003e\u003cp\u003eWilliam 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.\u003c\/p\u003e\u003ch3\u003eBack Jacket\u003c\/h3\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003eVirtual 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 popular current example is World of Warcraft, a massively multiplayer online game with eleven million subscribers. However, other virtual worlds, notably Second Life, are not games at all but internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups.\u003c\/p\u003e \u003cp\u003eThis book brings together an international team of highly accomplished authors to examine the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular, and which are establishing them as a major sector of human-centred computing.\u003c\/p\u003e\u003cdiv\u003e\n\u003cstrong\u003eNumber of Pages:\u003c\/strong\u003e 318\u003c\/div\u003e\u003cdiv\u003e\n\u003cstrong\u003eDimensions:\u003c\/strong\u003e 0.7 x 9 x 6 IN\u003c\/div\u003e\u003cdiv\u003e\n\u003cstrong\u003eIllustrated:\u003c\/strong\u003e Yes\u003c\/div\u003e\u003cdiv\u003e\n\u003cstrong\u003ePublication Date:\u003c\/strong\u003e December 18, 2009\u003c\/div\u003e","brand":"Books by splitShops","offers":[{"title":"Default Title","offer_id":42107914289287,"sku":"9781848828247","price":178.18,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0601\/2623\/2711\/files\/007f611c61dab012e0109ce3b33ecb9f.webp?v=1732460828","url":"https:\/\/booksby.splitshops.com\/products\/online-worlds-convergence-of-the-real-and-the-virtual-paperback","provider":"Books by splitShops","version":"1.0","type":"link"}