2009년 2월 15일 일요일

What is a Virtual World

Virtual Worlds are a general human-to-human (or even human-to-computer-to-human) communications concept. Although we identify things like Second Life and Lively as "Virtual Worlds," the terms is much broader. Common traits may include a sense of place/spatiality, presence/immersion, identity (not always your own), etc..

Common categories of VWs include:

Social Worlds generally speaking, includes chat & IM, networking tools, and sometimes home spaces, from Habbo to IMVU to Lively
Narrative Worlds most 3D games fall into this category, even those with very weak plots or backstory. The point is to tell a participant: "there’s this world, and these things happen. Now go be in it."
Creative Worlds add User Created Content and building tools to the mix — think Second Life, Lego, Roblox, but include any 3D game with a user-friendly, preferably in-world editor.
Productive Worlds meant to improve "process," "context," and "productivity" through the use of computer-mediated communication. Often called "serious" worlds to distinguish them from "fun." But who wants their work to be un-fun?
Mirror Worlds as in, "reflecting the real world" — includes Google Earth, Virtual Earth, etc..
Augmented Worlds sensory additions, based on the real world, but adding magic.

Obviously, any Virtual Worlds technology can address more than one category. A "Metaverse" typically implies at least two of those together (usually social + creative). But thus far, most offerings have their one big dominant trait with other features much less so.

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