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Dive into the immersive realm of virtual worlds, from Second Life to World of Warcraft, examining their popularity, purpose, and influence. Discover the allure and significance of MMOGs, and ponder the question: Are we already living in a virtual world?
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Contents • Intro • Second Life • Popularity of MMOGs • World of Warcraft • Are we in a virtual world? • Cover picture is from www.globalkids.org/?id=30
Introduction • A virtual world (VW) is a computer-based environment in which its users interact via avatars. • For this course we are interested in VWs supported on the internet, so these are typically multiuser. • These worlds are classified according to: • Are they like the real world, e.g. conference calls vs fantasy. • Are they massively multiplayer? • What is their purpose? Education, entertainment, business, etc. • Within entertainment, are they violent? • Which of you has used a virtual world?
Second Life • Let's first look at SL for a moment. • http://www.youtube.com/watch?v=S2yGqDecBzs • Never have a bad hair day, successful virtual entrepeneur • The Math Department has an estate in SL called Portland Connection. • Have any of you used SL? For what? • How would you classify SL? • Is it a game? • Real world vs fantasy? • Massively multiplayer? • Violent? • What is its purpose? Education, entertainment, business, etc.
World of Warcraft (WoW) • The preceding graph was from www.mmogchart.com • WoW has over 10 million customers, who pay approximately $15/month to play. • In contrast, SL (free) had 1.4 million unique users log in during the last 2 months tinyurl.com/n4gkbd . • What is so seductive about VWs? • Let's watch Second Skin to get a partial answer to this question.
Are we in a virtual world? • http://bloggingheads.tv/diavlogs/254?in=47:20&out=