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2010/01/07

Springer Online Worlds Convergence of the Real and the Virtual (Human-Computer Interaction Series) December 2009 eBook

Springer Online Worlds Convergence of the Real and the Virtual (Human-Computer Interaction Series) December 2009 eBook

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 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 inteet based collaboration contexts in
which people can create virtual objects, simulated architecture, and working groups.

This book brings together an inteational 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.

amazon/Online Worlds Convergence Human Computer Interaction/dp/1848828241

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