Virtual Worlds Online

1021 Words3 Pages

With the advancement of science and technology, the virtual world is gradually seeping into media, marketing, entertainment, and our daily lives. With wide reaching effects on gaming, socializing, education, and military of other things, virtual worlds have exploded in number and presence over the past few years. A virtual world is an interactive simulated environment that can be accessed by multiple users through an online interface (“Virtual World”, 2006). The computer in question accesses a computer-simulated world, presenting various stimuli to the user, who in turn can manipulate the world and experience an 'electronic presence'. Despite the vast differences between virtual worlds and their applications, a few features are shared; these include the shared space, the graphical user interface, immediacy, interactivity, persistence, and socialization (“Virtual World”, 2006). Examples of these virtual worlds include online games, chat rooms, and virtual classrooms. Virtual worlds are used in a variety of ways. Two currently popular virtual worlds include the game World of Warcraft and an online simulation of life called Second Life. World of Warcraft is a fictional massively multiplayer online role-playing game (MMORPG) made by Blizzard Entertainment. In this game, people control characters within the games world, where they interact with other players, fight, perform certain missions, explore the virtual world, and gain points for their activities. Unlike World of Warcraft, Second Life is a simulation of real life. It cannot be clearly classified as a game as there are no points awarded and hence no winners. In this virtual world, people form a character or avatar and essentially live life in this new world, carrying out the v... ... middle of paper ... ....” Business Week. Available from: www.businessweek.com. Accessed: February 26, 2008. Mihaly, Matt. 2006. “Virtual World Business Models Part 2.” The Forge. Available from: http://forge.ironrealms.com. Accessed: March 1, 2008. Second Life. 2008. “What is Second Life.” Linden Research Inc. Available from: www.secondlife.com. Accesed: March 1, 2008. Virtual Worlds Management. 2007. “$425 Million Invested in 15 Virtual World Companies in 4th Quarter 2007. Show Initiative. Available from: www.virtualworldsmanagement.com. Accessed: March 1, 2008. Virtual Worlds Review. 2006. “What is a Virtual World.” Creative Commons. Available from: www.virtualworldsreview.com. Accessed: March 1, 2008. Wiley, James. 2008. “WoW Surpasses 10 million Subscribers, Now Half the Size of Australia.” Joystiq. Available From: www.joystiq.com. Accessed: February 26, 2008.

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