Virtual Worlds


Virtual Worlds

PartyCasino.com website PartyCasino.com profile PartyGaming PartyPoker

World Directory World Gaming Directory Global Gaming Directory

Multi Currency Casino

PartyCasino.com

PartyCasino.com website PartyCasino.com profile PartyGaming Gaming

Global Gaming Directory official website

PartyCasino.com website PartyCasino.com profile PartyGaming Gaming

PKR Poker

 

A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical 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 to a certain degree. Such modeled worlds may appear similar to the real world 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, locomotion, real-time actions, and communication. 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 games commonly depict a world very similar to the real world, with real world rules and real-time actions, and communication. Players create a character to travel between buildings, towns, and even worlds to carry out business or leisure activities. 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. [4] Edward Castronova is an economist who has argued that "synthetic worlds" is a better term for these cyberspaces, but this term has not been widely adopted.

History

The concept of virtual worlds predates computers and could be traced in some sense to Pliny.[5] The mechanical-based 1962 Sensorama 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 simulators, such as Ivan Sutherland'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 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 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, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link 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 were communities and chat rooms, some of which evolved into MUDs and MUSHes. MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users [7]. Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line Interface.

Virtual world concepts

One perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual world.[citation needed] 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[clarification needed] 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 or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example).

massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar 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 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 API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, 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 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 Everquest 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.

Economy

A virtual economy 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, 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. 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, Koinup and others which serve as social networks for virtual worlds users are facing some crucial issue as the DataPortability of avatars across many virtual worlds and MMORPGs. [10]
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

The number of people using virtual worlds is increasing at a rate of 15% every month and this growth 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. State of Play is an annual conference sponsored by the Institute for Information Law & Policy at New York Law School; since 2003 the conference has investigated the intersection of virtual worlds, games and the law.

Research in psychology has also been proposed and conducted in virtual worlds with key focus of the use of the innovative platform. Bloomfield (2007)[11] has suggested that virtual worlds may be useful for examining human behaviour and traditional internet-world constructs (alongside other fields). For example, Doodson (2009)[12][13] reported that offline- and virtual-world personality are significantly differ from each other but are still significantly related which has a number of implications for Self-verification, Self-enhancement and other personality theories. Similarly, panic and agoraphobia have also been studied in a virtual world

Virtual worlds and real life

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

Application domains

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.

Systems that have been designed for a social application include:

Active Worlds
Kaneva
Second Life
Smallworlds

Entertainment

see also: MMOG
Single-player games

Some single-player games contain virtual worlds populated by non-player characters (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 levels.

Education

Virtual learning environment#Virtual world learning environments
Virtual worlds represent a powerful new media for instruction and education that presents many opportunities but also some challenges. 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 with the open source project Edusim. They can be a good source of user feedback, the typical paper-based resources have limitations that Virtual Worlds can overcome.
Virtual world can also be used with virtual learning environments, as in the case of what is done in the Sloodle project, which aims to merge of Second Life with Moodle.

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.

Adoption of the use of virtual worlds for education

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 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 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, Inc. A number of educational institutions are now running virtual classrooms and discussion sections in worlds like Second Life. 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.

Language Education

Virtual World Language Learning
Language learning is the most widespread type of education in virtual worlds, with many universities, mainstream language institutes and private language schools using 3D virtual environments to support language learning.

Business education

This section does not cite any references or sources.
Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (July 2009)
Virtual worlds is used in today's business environment for the training of employees for which it represents an excellent venue . In particular, virtual worlds environment (such as Second Life) have been used in business schools as an extension of the classroom . In some other cases virtual worlds have been used for creating business games[citation needed]. 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 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) for decades. Among the most prominent virtual worlds in the literature are the ones written about by William Gibson. Virtual worlds were prominent in such movies and books as TRON, Neuromancer, The Lawnmower Man, The Lawnmower Man 2, Epic, Snow Crash, .Hack//Sign and Ghost in the Shell. There are many other examples of the virtual world; for example Lyoko in the French animated television series Code Lyoko.

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

The future

According to K Zero, a virtual world consultancy service, there are nearly 580 million people worldwide registered in virtual worlds today. And they expect the 600 million barrier to be broken before 2009 is over.

Rita J. King, CEO of Dancing Ink Productions, a strategic creative content development and research company, believes virtual worlds will augment what she calls "the Digital Culture."

"I envision virtual worlds evolving for business and cultural development as the medium becomes more ubiquitous."

"Chatting in a two-dimensional platform can be fun, informative and valuable," argued King. "But co-creating and inhabiting a three-dimensional space that can then be collaborated upon cannot be matched. This allows people to 'be together' despite geographical location, age, gender, ethnic or sociopolitical affiliation."

"But interactions will only be as developed as the imaginations and motivations of the people involved."

Ideally, King believes we will move to a position where people can augment their physical lives with virtual realities. This may ultimately affect our perceptions of physical 'wants'.

"Things change and develop so fast," Nergiz Kern, an English language educator inside Second Life, told IOL. "But I think virtual worlds will become as normal as the internet is now. Most people who are online will have an avatar and use VW [virtual worlds] for all kinds of activities from meeting and chatting with friends to learning and doing business." (Credit: Wikipedia)

 

Australia United Kingdom Spain United States Italy China Japan Germany

Netherlands Macau Canada New Zealand Asia Pacific Asia Europe

South America United Arab Emirates South Africa Africa France Fiji Gibraltar

VirginCasino.com website *Sorry, no U.S or Australian players. World Casino Directory

Play Spiderman, The Hulk, Fantastic Four Marvel Jackpot games at Virgin Casino and Virgin Bingo

USD EUR USD AUD CAN

PartyCasino.com

PKR Casino

PKR Casino (in 3-D)

PKR Poker (in 3-D)

Virgin Casino

Marvel Comics Marvel Super Heroes Slot Games

Virtually Vegas

Virgin Casino

PKR Poker

 

 

 

Virgin Casino

Profiles

Virtually Vegas PKR Poker 3D Games 3D Casino

Video Games Tomb Raider Grand Theft Auto Virtual Vancouver

Second Life A World Of My Own Gaming Games

Interactive Advertising

Blog

Virtual Worlds Media