{"product_id":"online-worlds-convergence-of-the-real-and-the-virtual-von-undefined","title":"Online Worlds: Convergence of the Real and the Virtual","description":"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.\u003cdiv class=\"aw-variant-hidden-subtitle-div\" id=\"aw-variant-subtitle-9781848828247\"\u003e\u003ch3\u003e\u003c\/h3\u003e\u003c\/div\u003e","brand":"Autorenwelt Shop","offers":[{"title":"Softcover - 9781848828247","offer_id":39629557661789,"sku":"9781848828247","price":106.99,"currency_code":"EUR","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0940\/0622\/files\/0aea9a29-1a48-407e-9b13-965c293f118b.jpg?v=1775707839","url":"https:\/\/shop.autorenwelt.de\/en\/products\/online-worlds-convergence-of-the-real-and-the-virtual-von-undefined","provider":"Autorenwelt Shop","version":"1.0","type":"link"}