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.
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