Virtual Worlds Defined

1497 Words3 Pages

Virtual Worlds Defined

Modern virtual worlds are massive, simulated environments that can be accessed via the World Wide Web. Virtual worlds can be categorized into two distinct groups: “gaming” virtual worlds and “social” virtual worlds. As their names imply, these two categories of virtual worlds are distinguished by their overall purposes. The first type is designed primarily for game play, and the second type almost exclusively for communications.

Gaming virtual worlds also abbreviated as MMOGs (massively multiplayer online games) and MMORPGs (massively multiplayer online role-playing games)—have included well-known titles such as World of War craft, Ever Quest Online Adventures, and The Sims Online. Vast and complex online environments, gaming virtual worlds have been the focus of much social science research in their own right. However, because their primary purpose is for gaming, not communications, gaming worlds are not typically used for extensive scientific discourse. To see how virtual worlds are used to communicate science, we must turn to an entirely different category of virtual worlds, called social virtual worlds. (Kavanaugh, 2001: 496)

Social virtual worlds developed to date have included the online environments of There, Cyber world, and Second Life. As their name implies, social virtual worlds lack the basic attributes of traditional games or video games: There are no points to score, no objectives or tasks to complete, no rules to follow, and no overarching game narratives (Littlejohn, 1983: 80). Rather, the true “purpose” of a social virtual world such as Second Life is for users to exist inside it as they exist in real life. That is to say, users “enter” a social virtual world by downloading a software p...

... middle of paper ...

...tical explorations . Hillsdale, N.J.: L. Erlbaum; [distributed by] Halsted Press Division, Wiley, New York.Pp.35-100

Tomasello, M. (2008). Origins of human communication . Cambridge, Mass.: MIT Press.Pp.50-55

Haletky, E. (2009). VMware vSphere and virtual infrastructure security: securing the virtual environment. Upper Saddle River, NJ.: Prentice Hall.Pp.90-120

Malaby, T. M. (2009). Making virtual worlds: Linden Lab and Second Life. Ithaca: Cornell University Press.Pp.60-68

McLennan, K. J. (2007). Virtual World of Work . Charlotte, NC: Information Age.Pp.77-80

Mesa, A. (2009). Brand Avatar: translating virtual world branding into real world success. New York: Palgrave Macmillan.Pp.112-125

Westwood, C. (1997). Virtual world . New York: Viking.Pp.80-125

White, B. A. (2008). Second Life: a guide to your virtual world. Indianapolis, Ind.: Que Pub.Pp.12-15

Open Document