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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction

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Online Worlds: Convergence of the Real and the Virtual (Paperback, 2010 ed.) Loot Price: R2,979
Discovery Miles 29 790
Online Worlds: Convergence of the Real and the Virtual (Paperback, 2010 ed.): William Sims Bainbridge

Online Worlds: Convergence of the Real and the Virtual (Paperback, 2010 ed.)

William Sims Bainbridge

Series: Human-Computer Interaction Series

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Loot Price R2,979 Discovery Miles 29 790 | Repayment Terms: R279 pm x 12*

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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.

General

Imprint: Springer London
Country of origin: United Kingdom
Series: Human-Computer Interaction Series
Release date: December 2009
First published: 2010
Editors: William Sims Bainbridge
Dimensions: 235 x 155 x 20mm (L x W x T)
Format: Paperback
Pages: 318
Edition: 2010 ed.
ISBN-13: 978-1-84882-824-7
Categories: Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
LSN: 1-84882-824-1
Barcode: 9781848828247

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