The Brief History, Tumultuous Present, and Uncertain Future of Virtual Worlds (Terrae Fabricatae)

One fact dominates the brief history of virtual worlds (VWs) and the explosion in numbers of worlds, their users and possible activities. VWs owe their existence to the uneasy admixture of video games and emerging social media (Damer, 2008). The overlap of these two phenomena in VWs forms a watershe...

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Main Authors: Comas, Jordi, TSCHANG, F. Ted
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2013
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Online Access:https://ink.library.smu.edu.sg/lkcsb_research/3426
https://doi.org/10.1057/9781137318411_11
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spelling sg-smu-ink.lkcsb_research-44252022-03-09T02:06:29Z The Brief History, Tumultuous Present, and Uncertain Future of Virtual Worlds (Terrae Fabricatae) Comas, Jordi TSCHANG, F. Ted One fact dominates the brief history of virtual worlds (VWs) and the explosion in numbers of worlds, their users and possible activities. VWs owe their existence to the uneasy admixture of video games and emerging social media (Damer, 2008). The overlap of these two phenomena in VWs forms a watershed for cyberspaces, which are computer-mediated spaces of human socio-economic activity. On one side are the cyberspaces of the web: two-dimensional spaces organized by text or image and user with a hyperlink geography. On the other side are VWs, described by Lessig (2006) as spaces that pull you in, in part because of their three-dimensional spatial nature. Bell (2008: 2) fleshes out the feeling of being there, suggesting that virtual worlds are ‘a synchronous, persistent network of people, represented as avatars, facilitated by networked computers’. We agree with the focus on the network as the seed of a feeling of presence for multiple users. Without a more complete definition of these networks as worlds, Bell’s definition of a network of avatars describes many other kinds of cyberspaces and is too broad to capture the particular qualities of VWs. We therefore extend his definition: a virtual world is the network of avatars, creating co-presence, along with the virtually spatial and concrete qualities of a world. VWs are about people, but also about objects, places, and organizations. 2013-01-01T08:00:00Z text https://ink.library.smu.edu.sg/lkcsb_research/3426 info:doi/10.1057/9781137318411_11 https://doi.org/10.1057/9781137318411_11 Research Collection Lee Kong Chian School Of Business eng Institutional Knowledge at Singapore Management University Virtual Reality Virtual World Institutional Logic Uncertain Future Game World Strategic Management Policy
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Virtual Reality
Virtual World
Institutional Logic
Uncertain Future
Game World
Strategic Management Policy
spellingShingle Virtual Reality
Virtual World
Institutional Logic
Uncertain Future
Game World
Strategic Management Policy
Comas, Jordi
TSCHANG, F. Ted
The Brief History, Tumultuous Present, and Uncertain Future of Virtual Worlds (Terrae Fabricatae)
description One fact dominates the brief history of virtual worlds (VWs) and the explosion in numbers of worlds, their users and possible activities. VWs owe their existence to the uneasy admixture of video games and emerging social media (Damer, 2008). The overlap of these two phenomena in VWs forms a watershed for cyberspaces, which are computer-mediated spaces of human socio-economic activity. On one side are the cyberspaces of the web: two-dimensional spaces organized by text or image and user with a hyperlink geography. On the other side are VWs, described by Lessig (2006) as spaces that pull you in, in part because of their three-dimensional spatial nature. Bell (2008: 2) fleshes out the feeling of being there, suggesting that virtual worlds are ‘a synchronous, persistent network of people, represented as avatars, facilitated by networked computers’. We agree with the focus on the network as the seed of a feeling of presence for multiple users. Without a more complete definition of these networks as worlds, Bell’s definition of a network of avatars describes many other kinds of cyberspaces and is too broad to capture the particular qualities of VWs. We therefore extend his definition: a virtual world is the network of avatars, creating co-presence, along with the virtually spatial and concrete qualities of a world. VWs are about people, but also about objects, places, and organizations.
format text
author Comas, Jordi
TSCHANG, F. Ted
author_facet Comas, Jordi
TSCHANG, F. Ted
author_sort Comas, Jordi
title The Brief History, Tumultuous Present, and Uncertain Future of Virtual Worlds (Terrae Fabricatae)
title_short The Brief History, Tumultuous Present, and Uncertain Future of Virtual Worlds (Terrae Fabricatae)
title_full The Brief History, Tumultuous Present, and Uncertain Future of Virtual Worlds (Terrae Fabricatae)
title_fullStr The Brief History, Tumultuous Present, and Uncertain Future of Virtual Worlds (Terrae Fabricatae)
title_full_unstemmed The Brief History, Tumultuous Present, and Uncertain Future of Virtual Worlds (Terrae Fabricatae)
title_sort brief history, tumultuous present, and uncertain future of virtual worlds (terrae fabricatae)
publisher Institutional Knowledge at Singapore Management University
publishDate 2013
url https://ink.library.smu.edu.sg/lkcsb_research/3426
https://doi.org/10.1057/9781137318411_11
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