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Online Worlds: Convergence of the Real and the Virtual (Human–Computer Interaction Series)

From Brand: Springer London




[PDF.id28] Online Worlds: Convergence of the Real and the Virtual (Human–Computer Interaction Series)

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 | #5578427 in Books |  Springer London |  2009-12-17 |  2009-12-18 | Original language:English | PDF # 1 |  9.00 x.77 x6.00l,1.00 | File type: PDF | 318 pages

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||From the Back Cover||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 multiplaye

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 con...

You can specify the type of files you want, for your device.Online Worlds: Convergence of the Real and the Virtual (Human–Computer Interaction Series)   |  From Brand: Springer London.Not only was the story interesting, engaging and relatable, it also teaches lessons.

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