Online Worlds and over one million other books are available for Amazon Kindle. Learn more



or
Sign in to turn on 1-Click ordering
More Buying Choices
Have one to sell? Sell yours here
Start reading Online Worlds on your Kindle in under a minute.

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.
Sorry, this item is not available in
Image not available for
Color:
Image not available

To view this video download Flash Player

 

Online Worlds: Convergence of the Real and the Virtual (Human-Computer Interaction Series) [Paperback]

William Sims Bainbridge

List Price: $109.00
Price: $70.21 & FREE Shipping. Details
You Save: $38.79 (36%)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
In Stock.
Ships from and sold by Amazon.com. Gift-wrap available.
Want it Wednesday, May 29? Choose One-Day Shipping at checkout. Details
Free Two-Day Shipping for College Students with Amazon Student

Formats

Amazon Price New from Used from
Kindle Edition $20.25  
Paperback $70.21  
Amazon.com Textbooks Store
Shop the Amazon.com Textbooks Store and save up to 70% on textbook rentals, 90% on used textbooks and 60% on eTextbooks.

Book Description

December 17, 2009 1848828241 978-1848828247 2010
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 popular current example is World of Warcraft, a massively multiplayer online game with eleven million subscribers. However, other virtual worlds, notably Second Life, are not games at all but internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. This book brings together an international team of highly accomplished authors to examine the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular, and which are establishing them as a major sector of human-centred computing.

Customers Who Viewed This Item Also Viewed


Editorial Reviews

From the Back Cover

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 popular current example is World of Warcraft, a massively multiplayer online game with eleven million subscribers. However, other virtual worlds, notably Second Life, are not games at all but internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. This book brings together an international team of highly accomplished authors to examine the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular, and which are establishing them as a major sector of human-centred computing.

Product Details


Customer Reviews

There are no customer reviews yet.
5 star
4 star
3 star
2 star
1 star
Share your thoughts with other customers

Forums

There are no discussions about this product yet.
Be the first to discuss this product with the community.
Start a new discussion
Topic:
First post:
Prompts for sign-in
 



So You'd Like to...


Create a guide


Look for Similar Items by Category