Virtual worlds, as both a concept and an industry, have changed radically over the past 10 years,... more Virtual worlds, as both a concept and an industry, have changed radically over the past 10 years, from a toy for the technological elite, to an over-hyped marketing phenomenon, and with this radical change comes the need for reexamining the uses and utility of virtual world technologies and experiences. This paper provides such a reexamination. Within academia there are a number of issues that require further examination. The academic community appears to be divided into four camps: 1) those who embrace virtual worlds; 2) those who have ignored the evolving use of this technology; 3) those who are aware of but have not yet explored the technology; and 4) those who are entirely unaware that virtual worlds exist. Among those who study virtual worlds there is an overwhelming focus in terms of research, publications and funding on a single one of these worlds, Second Life, which serves only a fraction of the entire population utilizing virtual worlds or similar technologies. An overview of the size, shape and forms of virtual worlds may help with both of these issues, the ignorance of virtual worlds among some researchers and the overwhelming focus on a single example among others. This paper presents an in-depth survey and analysis of virtual worlds and related technologies.
Virtual worlds, as both a concept and an industry, have changed radically over the past 10 years,... more Virtual worlds, as both a concept and an industry, have changed radically over the past 10 years, from a toy for the technological elite, to an over-hyped marketing phenomenon, and with this radical change comes the need for reexamining the uses and utility of virtual world technologies and experiences. This paper provides such a reexamination. Within academia there are a number of issues that require further examination. The academic community appears to be divided into four camps: 1) those who embrace virtual worlds; 2) those who have ignored the evolving use of this technology; 3) those who are aware of but have not yet explored the technology; and 4) those who are entirely unaware that virtual worlds exist. Among those who study virtual worlds there is an overwhelming focus in terms of research, publications and funding on a single one of these worlds, Second Life, which serves only a fraction of the entire population utilizing virtual worlds or similar technologies. An overview of the size, shape and forms of virtual worlds may help with both of these issues, the ignorance of virtual worlds among some researchers and the overwhelming focus on a single example among others. This paper presents an in-depth survey and analysis of virtual worlds and related technologies.
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