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Virtual world



 
 
A virtual world is a computer-based simulated environment
Computer simulation

A computer simulation, a computer model or a computational model is a computer program, or network of computers, that attempts to simulation an abstract model of a particular system....
 intended for its users
User (computing)

In computing, a user is a person who uses a computer or Internet service. A user may have a user account that identifies the user by a username , screenname , or "handle", which is derived from the identical Citizen's Band radio term....
 to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical
3D computer graphics

3D computer graphics are graphics that use a Cartesian coordinate system#Three-dimensional coordinate system representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images....
 representations, although other forms are possible (auditory and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.

The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence
Telepresence

Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance that they were present, or to have an effect, at a location other than their true location....
 to a certain degree.






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Encyclopedia


A virtual world is a computer-based simulated environment
Computer simulation

A computer simulation, a computer model or a computational model is a computer program, or network of computers, that attempts to simulation an abstract model of a particular system....
 intended for its users
User (computing)

In computing, a user is a person who uses a computer or Internet service. A user may have a user account that identifies the user by a username , screenname , or "handle", which is derived from the identical Citizen's Band radio term....
 to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical
3D computer graphics

3D computer graphics are graphics that use a Cartesian coordinate system#Three-dimensional coordinate system representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images....
 representations, although other forms are possible (auditory and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.

The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence
Telepresence

Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance that they were present, or to have an effect, at a location other than their true location....
 to a certain degree. Such modeled worlds may appear similar to the real world
Real world

Real world may refer to:* Real World , by Matchbox Twenty* Real World * Real World Records, a record label* The Real World, a television show...
 or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography
Topography

Topography is the study of Earth's surface shape and features or those ofplanets, Natural satellite, and asteroids. It is also the description of such surface shapes and features ....
, locomotion
Locomotion

The term locomotion means movement or travel. It may refer to:* Motion * Animal locomotion** Terrestrial locomotion* TravelLocomotion may refer to specific types of motion:...
, real-time actions, and communication
Communication

Communication is commonly defined as "the imparting or interchange of thoughts, opinions, or information by speech, writing, or signs...",, 1: an act or instance of transmitting and 3 a: "a process by which information is exchanged between individuals through a common system of symbols, signs, or beha...
. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.

Massively multiplayer online game
Massively multiplayer online game

A massively multiplayer online game is a video game which is capable of supporting hundreds or thousands of players simultaneously. By necessity, they are played on the Internet, and feature at least one persistent world....
s commonly depict a world very similar to the real world
Real world

Real world may refer to:* Real World , by Matchbox Twenty* Real World * Real World Records, a record label* The Real World, a television show...
, with real world rules and real-time actions, and communication
Communication

Communication is commonly defined as "the imparting or interchange of thoughts, opinions, or information by speech, writing, or signs...",, 1: an act or instance of transmitting and 3 a: "a process by which information is exchanged between individuals through a common system of symbols, signs, or beha...
. Communication is usually textual, with real-time voice communication using VOIP also possible.

Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. Sometimes, emoticons or 'smilies' are available, to show feeling or facial expression. Emoticons often have a keyboard shortcut.

History

The concept of virtual worlds predates computers and could be traced in some sense to Pliny
Pliny the Elder

Gaius Plinius Secundus , better known as Pliny the Elder, was an ancient author, naturalist or natural philosopher and naval and military commander of some importance who wrote Natural History ....
. The mechanical-based 1962 Sensorama
Sensorama

The Sensorama was a machine that is one of the earliest known examples of immersive, multi-sensory technology. Morton Heilig, who today would be thought of as a ?multimedia? specialist, in the 1950s saw theater as an activity that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity....
 machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its world. Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality
Virtual reality

Virtual reality is a technology which allows a user to interact with a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world....
 simulators, such as Ivan Sutherland
Ivan Sutherland

Ivan Edward Sutherland is an United States computer scientist and Internet pioneer. He received the Turing Award in 1988 for the invention of Sketchpad, an early predecessor to the sort of graphical user interface that has become ubiquitous in personal computers....
's 1968 virtual reality device. This form of virtual reality is characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar inspiration. While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an immersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive experience.

Maze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter game. Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a maze.” (http://www.digibarn.com/history/04-VCF7-MazeWar/index.html, 29th Feb). According to the website this was in 1974, it was played on Arpanet (the initial internet), however it could only be played on an Imlac, as it was specifically built for this type of computer.

Then in 1978 MUD
MUD

In Online game, a MUD , pronounced /m?d/, is a multi-user real-time virtual world described entirely in text. It combines elements of role-playing games, hack and slash, interactive fiction, and online chat....
 was released, it however was not 3D, it was text-based and used a TELNET program, by following the link you will be able to play the game, and understand just how far virtual worlds have come since http://www.british-legends.com/. You can understandably argue whether or not this is a “virtual world” and that Maze War was more sophisticated (being 3D), but you must understand that MUD
MUD

In Online game, a MUD , pronounced /m?d/, is a multi-user real-time virtual world described entirely in text. It combines elements of role-playing games, hack and slash, interactive fiction, and online chat....
 could be played by anyone, Maze War was computer specific. Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information).

Some early prototypes were WorldsAway
WorldsAway

WorldsAway was an online graphical "virtual chat" environment in which users designed their own two dimensionally represented avatars. It was one of the first visual virtual worlds....
, a prototype interactive communities featuring a virtual world by CompuServe
CompuServe

CompuServe, , was the first major commercial online service in the United States. It dominated the field during the 1980s and remained a major player through the mid-1990s, when it was sidelined by the rise of information services such as AOL that charged monthly subscriptions rather than hourly rates....
 called Dreamscape, Cityspace
Cityspace

CitySpace was an internet-based virtual world launched at SIGGRAPH 1993 by educator and project director Zane Vella. CitySpace was one of the earliest online virtual 3D environments and first came to attention via mainstream news media in late 1993....
, an educational networking and 3D computer graphics project for children, and The Palace
The Palace (computer program)

The Palace is a software program used to access graphical chat rooms called palaces in which users may interact with one another using graphical avatars overlaid on a graphical backdrop....
, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat
Habitat (video game)

Lucasfilm's Habitat was an early and technologically influential MMORPG developed by LucasArts and made available as a beta test in 1986 by Quantum Link, an online service for the Commodore 64 computer and the corporate progenitor to America Online....
, developed in 1987 by LucasFilm Games for the Commodore 64
Commodore 64

The Commodore 64 is an 8-bit home computer released by Commodore International in August, 1982, at a price of United States dollar595. Preceded by the Commodore VIC-20 and Commodore MAX Machine, the C64 features 64 kilobytes of Random-access memory with sound and graphics performance that were superior to IBM-compatible computers of tha...
 computer, and running on the Quantum Link
Quantum Link

Quantum Link was a U.S. and Canadian online service for Commodore 64 and Commodore 128 personal computers that operated from November 5, 1985 to November 1, 1994....
 service (the precursor to America Online).

In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.

The first virtual worlds presented on the Internet
Internet

The Internet is a global network of interconnected computers, enabling users to share information along multiple channels. Typically, a computer that connects to the Internet can access information from a vast array of available server and other computers by moving information from them to the computer's local memory....
 were communities and chat room
Chat room

The term chat room, or chatroom, is primarily used by mass media to describe any form of synchronous conferencing, occasionally even asynchronous conferencing....
s, some of which evolved into MUD
MUD

In Online game, a MUD , pronounced /m?d/, is a multi-user real-time virtual world described entirely in text. It combines elements of role-playing games, hack and slash, interactive fiction, and online chat....
s and MUSH
MUSH

A MUSH is a text-based online social medium to which multiple users are connected at the same time. MUSH are often used for online social intercourse and role-playing games, although the first forms of MUSH do not appear to be coded specifically to implement gaming activity....
es. MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users . Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line Interface
Command line interface

A command-line interface is a mechanism for interacting with a computer operating system or software by typing commands to perform specific tasks....
.

Virtual world concepts

One perception of virtual worlds requires an online persistent world
Persistent world

A persistent world is a virtual world that continues to exist even after a user exits the world and that user-made changes to its state are, to some extent, permanent....
, active and available 24 hours a day and seven days a week, to qualify as a true virtual world. Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every day. All the online games listed above include downtime for maintenance that is not included as time passing in the virtual world. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game time.

As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:
  • massively multiplayer online role-playing games
    MMORPG

    A massively multiplayer online role-playing game is a genre of computer role-playing games in which a large number of player interact with one another in a virtual world....
     or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft
    World of Warcraft

    World of Warcraft, often referred to as WoW, is a massively multiplayer online role-playing game . It is Blizzard Entertainment's fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994 in video gaming....
     for example).
  • massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar
    Avatar

    Avatar or Avatara , often translated into English as incarnation, literally means descent and usually implies a deliberate descent from higher spiritual realms to lower realms of existence for special purposes....
     at will, allowing them to play a more dynamic role, or multiple roles.


Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors
Level editor

A level editor is a Computer software application used to design Level for a Video game. In some cases the creator of a video game releases an official level editor for a game, but other times the community of fans steps in to fill the void....
 allow for open editing of the terrains if the "source file" for the terrain is shared. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps
Google Maps

Google Maps is a free web mapping service application and technology provided by Google that powers many map-based services including the Google Maps website, #Google Ride Finder, Google Transit and embedded maps on third-party websites via the Google Maps Application programming interface....
 API or through a simple virtual geocaching
Geocaching

Geocaching is an outdoor Treasure hunt game in which the participants use a Global Positioning System GPS receiver or other navigational techniques to hide and seek containers anywhere in the world....
 of "easter eggs
Easter egg (media)

A virtual Easter egg is an intentional hidden message, in-joke or feature in an object such as a film, book, Compact disc, DVD, computer program, web page or video game....
" on WikiMapia
Wikimapia

WikiMapia is an online map and satellite imaging resource that combines Google Maps with a wiki system, allowing users to add information, in the form of a note, to any location on Earth....
 or similar mashups
Mashup (web application hybrid)

In web development, a mashup is a Web application that combines data from one or more sources into a single integrated tool. The term Mashup implies easy, fast integration, frequently done by access to open APIs and data sources to produce results that were not the original reason for producing the raw source data....
, where permitted.

Boundaries

Virtual worlds are well-known as being fantasy spaces sealed off from the real world, but more careful analysis reveals that the boundaries between the real and virtual worlds are quite porous. Participants constantly arrive and depart from the world, carrying with them their unique set of behavioral assumptions and attitudes that cannot be disentangled from their interactions in the virtual world. For example, in virtual worlds which bring together players from multiple cultural backgrounds, a participant in a virtual world brings their own cultural preconceptions about those other cultures across the boundary into the world while playing. The term magic circle
Magic Circle (synthetic worlds)

In regard to digital media, the term ?magic circle? refers to the membrane that encloses synthetic worlds such as first-person shooters , online social environments, and massively multiplayer online role-playing games ....
 has been used to describe the imaginary barrier between the virtual world and the real world. The fantasy environment of the virtual world is protected from the intrusion of real life by this magic circle, but practices such as the sale of virtual items and virtual currency for real life currency challenges this separation while reinforcing the notion that objects in the virtual world have real life value. In a 2001 study by Edward Castronova, the value of the currency in the MMORPG
MMORPG

A massively multiplayer online role-playing game is a genre of computer role-playing games in which a large number of player interact with one another in a virtual world....
 Everquest
EverQuest

EverQuest, often called EQ, is a 3D fantasy fiction-themed massively multiplayer online role-playing game that was released on 16 March 1999....
 was evaluated based on its exchange rate at USD 0.0107, making this unit of virtual currency of higher value than the Yen or the Lira
Lira

Lira was the common currency for RomeLira is the name of the Currency of a number of countries, as well as the former currency of Italy, Malta, San Marino and the Vatican City....
.

Social

Even though Virtual Worlds are often seen as 3D Games, there are many different kinds: forums, blogs, wikis and chatrooms where communities are born. Places which have their own world, their own rules, topics, jokes, members, etc... Each person who belongs to these kinds of communities can find like-minded people to talk to, whether this be a passion, the wish to share information about or just to meet new people and experience new things. Some users develop a double personality depending on which world they are interacting with. Depending on whether that person is in the real or virtual world can impact on the way they think and act. It is not all about video games and communities, virtual world also plays a part in the social as it can allow people to speak or share knowledge with each other. Best examples are instant messaging and visio-conferences which allow people to create their own virtual world.

It can also be used to help hospitalised children (suffering from painful diseases or autism for example) to create a comfortable and safe environment which can expand their narrowed horizons, enable them to experience and act beyond the restrictions of their illness and help to relieve stress. Disabled or chronically invalided people of any age can also benefit enormously from experiencing the mental and emotional freedom gained by temporarily leaving their disabilities behind and doing, through the medium of their avatars, things as simple and potentially accessible to able, healthy people as walking, running, dancing, sailing, fishing, swimming, surfing, flying, skiing, gardening, exploring and other physical activities which their illnesses or disabilities prevent them from doing in real life. They may also be able to socialise, form friendships and relationships much more easily and avoid the stigma and other obstacles which would normally be attached to their disabilities. This can be much more constructive, emotionally satisfying and mentally fulfilling than passive pastimes such as television watching, playing computer games, reading or more conventional types of internet use.

Economy

A virtual economy
Virtual economy

A virtual economy is an emergence economics existing in a virtual world, usually exchanging virtual goods in the context of an Internet game. People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be "fun" ....
 is the emergent property of the interaction between participants in a virtual world. While the designers have a great deal of control over the economy by the encoded mechanics of trade, it is nonetheless the actions of players that define the economic conditions of a virtual world. The economy arises as a result of the choices that players make under the scarcity of real and virtual resources such as time or currency. Participants have a limited time in the virtual world, as in the real world, which they must divide between task such as collecting resources, practicing trade skills, or engaging in less productive fun play. The choices they make in their interaction with the virtual world, along with the mechanics of trade and wealth acquisition, dictate the relative values of items in the economy. The economy in virtual worlds is typically driven by in-game needs such as equipment, food, or trade goods. Virtual economies like that of Second Life
Second Life

Second Life is a virtual world developed by Linden Lab that launched on June 23, 2003 and is accessible via the Internet. A free Client called the Second Life Viewer enables its users, called Resident , to interact with each other through avatar ....
, however, are almost entirely player-produced with very little link to in-game needs.

The value of objects in a virtual economy is usually linked to their usefulness and the difficulty of obtaining them. The investment of real world resources (time, membership fees, etc) in acquisition of wealth in a virtual economy may contribute to the real world value of virtual objects. This real world value is made obvious by the trade of virtual items on online market sites like eBay
EBay

eBay Inc. is an United States Internet company that manages eBay.com, an online auction and shopping website in which people and businesses buy and sell goods and services worldwide....
. Recent legal disputes also acknowledge the value of virtual property, even overriding the mandatory EULA which many software companies use to establish that virtual property has no value and/or that users of the virtual world have no legal claim to property therein.

Some industry analysts have moreover observed that there is a secondary industry growing behind the virtual worlds, made up by social networks, websites and other projects completely devoted to virtual worlds communities and gamers. Special websites as GamerDNA
GamerDNA

GamerDNA Inc. is a social media company for videogame players founded on September 21, 2006. Members may tag themselves with information on games they have played, server names and guild affiliations, and use this information to find people they have played with in the past, or find guilds or other gamers to play with based on play style....
, Koinup
Koinup

Koinup is an and video hosting service website, web portal and online community for virtual worlds users. It is used both as a photo and video repository platform and as tool to share virtual worlds screenshots, photographs and machinima....
 and others which serve as social networks for virtual worlds users are facing some crucial issue as the DataPortability
DataPortability

DataPortability is an effort by a group of volunteers and Internet application vendors to promote the capability to control, share, and move data from one system to another....
 of avatars across many virtual worlds and MMORPGs.

Furthermore, economical actors are interested by virtual world like 3D video games, instant messaging, search engines and blogs because these are places where they can display targeted advertising, adapted to the people who will see it. Projects about coming video games planned to include advertisements inside the 3D environment.

Research

There is an ever increasing amount of people using virtual worlds at a rate of 15% every month and does not appear to be stopping or slowing down anytime soon. (Hof, 2006d; Gartner, 2007 cited by Bray and Konsynski 2007). This is the same with research being carried out in virtual worlds. It is an ever increasing way for business and governments to use the resources to gather and collate information for their use. Research for information systems purposes is being carried out in virtual worlds for the look in open sourcing, providing tools without the need for sponsorship of corporate businesses. It provides a look into the virtual world creation and how it is able to spread itself around the internet for different people from different countries to interact and provide information. It provides an insight how people find the information and how that information is being used by different people. Governments are also beginning to interact in virtual worlds and are a discussion point for some in terms of governance and law. Virtual world is neither public nor private owned. It is the people interacting in it that make the world. Governments research into the use of virtual worlds by people as some have virtual property, amounting to a second life online in another world. This is where governments have to look into if it is viable or even feasible for them to tax those with a second life to govern them with taxes and laws.

Commercial

As businesses compete in the real world, they also compete in virtual worlds. As there has been an increase in the buying and selling of products online (e-commerce) this twinned with he rise in the popularity of the internet, has forced businesses to adjust to accommodate the new market.

Many companies and organizations now incorporate virtual worlds as a new form of advertising. There are many advantages to using these methods of commercialization. An example of this would be Apple creating an online store within “Second Life”. This allows the users to browse the latest and innovative products. You cannot actually purchase a product but having these “virtual stores” is a way of accessing a different clientèle and customer demographic. The use of advertising within "virtual worlds" is a relatively new idea. This is because Virtual Worlds is a relatively new technology. Before companies would use an advertising company to promote their products. With the introduction of the prospect of commercial success within a Virtual World, companies can reduce cost and time constraints by keeping this "in-house". An obvious advantage is that it will reduce any costs and restrictions that could come into play in the real world.

Using virtual worlds gives companies the opportunity to gauge customer reaction and receive feedback. Feedback can be crucial to the development of a project as it will inform the creators exactly what users want.

Using virtual worlds as a tool allows companies to test user reaction and give them feedback on products. This can be crucial as it will give the companies an insight as to what the market and customers want from new products, which can give them a competitive edge. Competitive edge is crucial in the ruthless world that is today's business.

Another use of virtual worlds in business is where you can create a gathering place. Many businesses can now be involved in business-to-business commercial activity and will create a specific area within a virtual world to carry out their business. Within this space all relevant information can be held. This can be useful for a variety of reasons. You can conduct business with companies on the other side of the world, so there are no geographical limitations, it can increase company productivity. Knowing that there is an area where help is on hand can aid the employees. Sun Microsystems have created an island in second life dedicated for the sole use of their employees. This is a place where people can go and seek help, exchange new ideas or to advertise a new product.

According to trade media company Virtual Worlds Management, commercial investments in the "virtual worlds" sector were in excess of USD 425 million in Q4 2007, and totaled USD 184 million in Q1 2008. However, the selection process for defining a "virtual worlds" company in this context has been challenged by one industry blog.

E-commerce (legal)

The legal part of “virtual worlds” in business will be focused on “selling goods” by a virtual interface (on-line shopping, on the Internet) and consumer rights. Goods can be anything except money.

The customer will access (usually via Internet) the shop : this is called E-commerce. The website has an obligation to show the state of business, the postal address (proof of geographical location) and a way to contact them directly (phone or email address). The website does not have to show the price of sold product. If prices are shown, then they must be displayed clearly, The differences between the product price with taxes and delivery costs must also be clear.

The goods are usually displayed thanks to one/many pictures, in which the seller should specify “Caveat Emptor”, which signifies in Latin “Buyer Beware”. That means the buyer might not receive exactly the same product that is displayed on the picture. The sold goods must be presented with a minimum of extra information: full reference, maker (if different from the seller), technical information. The accepted payment modes should be displayed before the subscription/registration.

Concerning delivery, information cannot be sent by another way than the website itself. After the transaction is complete, it is the responsibility of the seller to achieve delivery correctly. The full details must be displayed: including extra charges for customer (in case off-country delivery, unusual weight). The delay must be precise (it cannot be exact, so give an idea, i.e. “one week”).

No modification about the delay, price or delivery mode can be made after concluding the contract. The contract is defined by the terms and conditions. The customer can not buy the goods without accepting it; Unfortunately, it is often written in really small print and not really easy to read. These terms and conditions define the customer rights, for example these to cancel contract.

Cancelling the contract: The customer has the right to cancel a contract concluded on-line by giving written-notice to the seller. The customer has seven days after the day when he receives goods. The customer can simply change his mind, so is allowed to cancel without justification.

As stated above, there are laws governing the purchasing and selling of products within a e-commerce environment. When it comes to virtual worlds, such as Second Life then there are no laws which you have to abide by. In some ways this can be seen as a positive thing, it gives users complete freedom to carry out their business or pleasure activities, with the knowledge that there are no repercussions. On the other hand there are downsides of course, people have moral, social and ethical responsibilities to other users. Whether this is keeping information up to date, or avoiding fraud. Even with these basic responsibilities to others, some people may take advantage of a situation such as this.

The lax rules surrounding taxation and e-commerce regulations on the popular game Second Life can be both a blessing and a curse. As seen in the example of Ginko Financial, a bank system featured in Second Life where avatars could deposit their real life currency after converted to Linden Dollars for a profit. When in July 2007 residents of Second Life crowded around the ATM's in an unsuccessful attempt to withdraw their money. After a few days the ATM's along with the banks dissapeared altogether. Around $700,000 in real world money was reported missing from residents in Second Life. An investigation was launched but nothing substantial ever came of finding and punishing the avatar known as Nicholas Portacarrero who was the head of Ginko Financial.

Single-player games

Some single-player games contain virtual worlds populated by non-player character
Non-player character

A non-player character, often shortened to NPC, is a fictional character that is controlled by the gamemaster in role-playing games. When this definition extends to video games, an NPC in a video game is usually part of the computer program, and not controlled by a human....
s (NPC ). Many of these allow you to save the current state of this world instance to allow stopping and restarting the virtual world at a later date. (This can be done with some multiplayer environments as well.)

The virtual worlds found in video games are often split into discrete level
Level (computer and video games)

In video games, a level is a discrete subdivision of a video game's virtual world or set of challenges.Each level almost always has an associated objective, which may be as simple as walking from point A to point B, though the objective can be far more elaborate than that....
s.

Education

Virtual worlds represent a powerful new media for instruction and education. Persistence allows for continuing and growing social interactions, which themselves can serve as a basis for collaborative education. The use of virtual worlds can give teachers the opportunity to have a greater level of student participation. It allows users to be able to carry out tasks that could be difficult in the real world due to constraints and restrictions, such as cost, scheduling or location. Virtual worlds have the capability to adapt and grow to different user needs, for example, classroom teachers are able to use virtual worlds in their classroom leveraging their interactive whiteboard
Interactive whiteboard

An interactive whiteboard is a large interactive display that connects to a computer and projector. A projector projects the computer?s desktop onto the board?s surface, where users control the computer using a pen, finger or other device....
 with the open source
Open source

Open source is an approach to design, development, and distribution offering practical accessibility to a product's source . Some consider open source as one of various possible design approaches, while others consider it a critical Strategy element of their business operations....
 project Edusim
Edusim

Edusim is a Cave Automatic Virtual Environment based concept of lesson driven 3D virtual worlds on the classroom interactive whiteboard or classroom interactive surface....
. They can be a good source of user feedback, the typical paper-based resources have limitations that Virtual Worlds can overcome.

Virtual worlds allow users with specific needs and requirements to be able to access and use the same learning materials from home, as they would be receiving if they were in the presentation. This can help users to keep up to date with the relevant information and needs while also feeling as though involved. Having the option to be able to attend a presentation via a virtual world from home or from their workplace, can help the user to be more at ease and comfortable. The flexibility of virtual worlds have greatly improved the options for student study and business collaboration. Although virtual worlds are a good way of communicating and interacting between students and teachers, this is not a substitute for actual face-to-face meetings. When using virtual worlds, there are the downsides in that you lose the body language and other more personal aspects. As shown in a study in (Chris Evans, Jing Ping Fan, Lifelong learning through the Virtual University) that a majority of students have rejected the idea of a completely virtual mode of study.

In April 1999, Numedeon Incorporated launched Whyville
Whyville

Whyville is an educational Internet site geared towards preteens and children. Its goal is to engage its users in learning about a broad range of topics, from science and business to art and geography....
 as the first virtual world explicitly designed to engage young students in a wide range of educational activities. With a player base of over 3 million. Whyville
Whyville

Whyville is an educational Internet site geared towards preteens and children. Its goal is to engage its users in learning about a broad range of topics, from science and business to art and geography....
 has been particularly successful in attracting young teens

With respect to older students,a growing number of universities and other educational institutions are exploring existing general purpose virtual world platforms as a means to extend and enhance their offerings to students. Typically, educators create an online presence where students can interact, using their avatars to learn about new assignments or create projects that are viewable within the virtual world. For example, students taking a computer manufacturing class can log into a virtual world in which they are the inhabitants of a burgeoning village that needs their expertise for the construction of houses, furniture, machines, and other goods. An example of such a program is AWEDU, a project started by Active Worlds
Active Worlds

Active Worlds is a 3D computer graphics virtual reality platform. The "Active Worlds Browser" runs on Microsoft Windows. Users assign themselves a unique name, log into the Active Worlds virtual world universe, and explore 3D virtual worlds and environments that other users have built....
, Inc. A number of educational institutions are now running virtual classrooms and discussion sections in worlds like Second Life
Second Life

Second Life is a virtual world developed by Linden Lab that launched on June 23, 2003 and is accessible via the Internet. A free Client called the Second Life Viewer enables its users, called Resident , to interact with each other through avatar ....
. The British Open University has a strong presence in Second Life, where it is developing social and community links for students as well as practising teaching and learning.

Technologies can sometimes take up to 10 years to become fully incorporated within everyday life. For virtual worlds to be accepted, then it is vital that teachers and students alike adapt to new ideas and technologies and use them to their full potential and become a useful tool in education (Yukiko Inoue, Effects of virtual reality support compared to video support in a high-school world geography class). The best idea for a more complete and wider variety in learning techniques is to integrate both paper based and technology based methods.

Virtual worlds and real life

Some virtual worlds have off-line, real world components and applications. Handipoints
Handipoints

Handipoints is a website with a chore chart component and an MMORPG virtual world containing a range of online games and activities, called "HandiLand"....
, for example, is a children's virtual world that tracks chores via customizable chore charts and lets children get involved in their household duties offline. They complete chores and use the website and virtual world to keep track of their progress and daily tasks.

Training in business

Virtual worlds play an important role in today's business environment through the training of employees. Since the growth of the Internet, employees have been able to learn and to follow online trainings. This is a major breakthrough and helps to overcome problems such as distance, infrastructure or appointment. There are different methods in which this can be carried out: Video Conferencing is probably the most common tool. People can stay in their office to attend a live conference or a recorded meeting. This new way of training raises some questions: Is virtual training as effective as real trainings? Are people happy with virtual training and does this method encourage people to learn?

Using technologies can affect people's behaviour in many ways. First of all they can seem more interested in using virtual modes as a study method and because of this their learning satisfactions can be higher when compared to traditional classroom techniques. Despite the fact that people are not in a face to face meeting and thus are not creating social links, the efficiency is not really affected. Actually, adults need this autonomy and need to learn by themselves with more self-direction than younger students.

Virtual training has a lot of advantages compared to the traditional classroom and meetings. Thanks to the rise of the Internet people can now interact with the information through a more user-friendly environment which allows them a greater level of involvement and creativity. A large number of websites offer tutorials and the possibility to test user knowledge with interactive online tests (using multiple choice questions). Virtual training is not so different from usual training in terms of content. Thus, it is not difficult to adapt the existing course to fit with virtual tools. This of course would not only save the company time but also money (no flight, accommodation costs etc).

Virtual training is becoming a more widely accepted form of training and is being used more often. One example is made by the INSR-Institute competence in the area of occupational risk prevention: protecting workers’ health and safety and preventing occupational accidents or diseases. They have created a program to warn people about the chemical risk of products using interactive support. INSR used 3D environment show clearly a professional situation and involve people through this interactive support.

In addition to the use of virtual training, virtual reality can also provide useful tools. One of the widest uses of this technology is maybe the use of 3D environment to allows virtual visits. The Louvre has provided such a service for the past few years: http://www.louvre.fr/llv/musee/visite_virtuelle.jsp?bmLocale=en. The concept is used by many companies and is usually divided into two purposes. The main use for a company is to provide a virtual preview of their tour. Moreover some public places allow free access to their facilities, thus allows people who cannot visit the location for real are due to personal constraints, are able to visit virtually. This allows an easy access to knowledge and it becomes a real alternative to video or picture.

Due to the ease of learning brought by the spread of virtual worlds, learning may become lifelong and the curriculum is in perpetual evolution (David Davies, The virtual university: a learning university), each employee being able to learn through virtual world, no matter where he lives or how old he is.

In fiction

The concept of a virtual world has become a popular fictional motif and setting in recent years, although science-fiction writers have been portraying similar ideas (for example, cyberspace
Cyberspace

Cyberspace — from the Greek language — is the global domain of electro-magnetics accessed through electronic technology and exploited through the modulation of electromagnetic energy to achieve a wide range of communication and control system capabilities....
) for decades. Among the most prominent virtual worlds in the literature are the ones written about by William Gibson
William Gibson

William Gibson is an American-Canadian science fiction author.William Gibson may also refer to:*William Gibson , English Catholic martyr...
. Virtual worlds were prominent in such movies and books as TRON, Neuromancer
Neuromancer

Neuromancer is a 1984 novel by William Gibson, notable for being the most famous early cyberpunk novel and winner of the science-fiction "triple crown"?the Nebula Award, the Philip K....
, The Lawnmower Man
The Lawnmower Man (1992 film)

The Lawnmower Man is a 1992 in film which uses elements from the writings of Stephen King, most notably the short story The Lawnmower Man....
, The Lawnmower Man 2, Epic, Snow Crash
Snow Crash

Snow Crash is Neal Stephenson's third novel, published in 1992. Like many of Stephenson's other novels it references history, linguistics, anthropology, archaeology, religion, computer science, politics, cryptography, and philosophy....
, and Ghost in the Shell
Ghost in the Shell

is a Japanese people cyberpunk manga created by Masamune Shirow, and first published in 1989 in Young Magazine. A collected edition was released in 1991; a sequel, Ghost in the Shell 2: Man/Machine Interface, was released in 2002; and a serialized manga, Ghost in the Shell 1.5: Human-Error Processor, was released in 2003, which contain...
. There are many other examples of the virtual world; for example Lyoko
Lyoko

Lyoko is a fictional virtual world in the France animated television series Code Lyoko....
 in the French animated television series Code Lyoko
Code Lyoko

Code Lyoko is a France animated television series featuring both conventional animation and computer-generated imagery. It premiered on September 3, 2003 on the France 3 network, and was produced by MoonScoop Group#Antefilms Production during the first season, MoonScoop Group during the second and third season, and by Taffy Entertainment...
.

A popular example of a virtual world in fiction is from the movie series The Matrix
The Matrix

The Matrix is a science fiction film-action film written and directed by Wachowski brothers and starring Keanu Reeves, Laurence Fishburne, Carrie-Anne Moss, Joe Pantoliano, and Hugo Weaving....
, a virtual reality so realistic that the great majority of those humans plugged in think they are living in the real world and do not know that they are living in a virtual world.

Series 4 of the smash hit New Zealand TV Series, The Tribe featured the birth of Reality Space and the Virtual World that was created by Ram, the computer genius leader of The Techno's.

In 2009, BBC Radio 7 commissioned Planet B
Planet B

Planet B is a science fiction drama series first broadcast on BBC Radio 7 on 2 March 2009. The series was created by Sam Hoyle, Jessica Dromgoole and Matthew Broughton with James Robinson and ran for ten episodes....
, set in a virtual world in which a man searches for his girlfriend, believed to be dead, but in fact still alive within the world, called "Planet B". The series is the currently the biggest ever commission for an original drama series.

See also

  • Metaverse
    Metaverse

    The Metaverse is a virtual world, described in Neal Stephenson's 1992 science fiction novel Snow Crash, where humans, as Avatar s, interact with each other and software agents, in a 3D computer graphics space that uses the metaphor of the real world....
  • Simulated reality
    Simulated reality

    Simulated reality is the proposition that reality could be simulated?perhaps by computer simulation?to a degree indistinguishable from "true" reality....
  • Emerging Virtual Institutions
    Emerging Virtual Institutions

    Emerging Virtual Institutions are patterns of organized culture; such as forms of government, business models, or social norms, that develop endogenously within a virtual world....
  • Web3D Consortium
    Web3D Consortium

    The Web3D Consortium is a non-profit organization, member-funded industry consortium whose purpose is to define and develop the X3D royalty-free open standards file format and runtime architecture to represent and communicate 3D computer graphics....
  • Virtual globe
    Virtual globe

    A virtual globe is a 3D computer graphics computer software model or representation of the Earth or another world. A virtual globe provides the user with the ability to freely move around in the virtual environment by changing the viewing angle and position....
  • Virtual reality
    Virtual reality

    Virtual reality is a technology which allows a user to interact with a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world....


Citations