-
Essay / Defined Virtual Worlds - 1497
Defined Virtual WorldsModern virtual worlds are massive, simulated environments accessible via the World Wide Web. Virtual worlds can be classified into two distinct groups: “gaming” virtual worlds and “social” virtual worlds. As their name suggests, these two categories of virtual worlds are distinguished by their overall purposes. The first type is designed primarily for gaming, and the second type almost exclusively for communications. Virtual gaming worlds, also abbreviated as MMOG (massively multiplayer online games) and MMORPG (massively multiplayer online role-playing games), include well-known titles. such as World of War Craft, Ever Quest Online Adventures and The Sims Online. Vast and complex online environments, virtual game worlds have themselves been the subject of much social science research. However, because their primary purpose is play and not communication, game worlds are generally not used for in-depth scientific discourse. To understand how virtual worlds are used to communicate science, we must look to an entirely different category of virtual worlds, called social virtual worlds. (Kavanaugh, 2001:496) Virtual social worlds developed to date include the online environments of There, Cyber World and Second Life. As their name suggests, virtual social worlds lack the basic attributes of traditional games or video games: there are no points to score, no objectives or tasks to complete, no rules. to follow and no general game stories (Littlejohn, 1983: 80). . Rather, the real "goal" of a virtual social world like Second Life is for users to exist there as they exist in real life. That is, users "enter" a virtual social world by downloading software p...... middle of paper ...... tick explorations. Hillsdale, NJ: L. Erlbaum; [distributed by] Halsted Press Division, Wiley, New York. Pp.35-100 Tomasello, M. (2008). Origins of human communication. Cambridge, MA: MIT Press. Pp.50-55Haletky, E. (2009). VMware vSphere and virtual infrastructure security: securing the virtual environment. Upper Saddle River, NJ: Prentice Hall.Pp.90-120Malaby, T.M. (2009). Creating virtual worlds: Linden Lab and Second Life. Ithaca: Cornell University Press. Pp.60-68McLennan, K.J. (2007). Virtual world of work. Charlotte, North Carolina: Information Age. Pp.77-80Mesa, A. (2009). Brand Avatar: Translating virtual world branding into real-world success. New York: Palgrave Macmillan. 112-125 Westwood, C. (1997). Virtual world. New York: Viking.Pp.80-125White, B.A. (2008). Second Life: a guide to your virtual world. Indianapolis, Indiana: Que Pub.Pp.12-15