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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