A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible (auditory and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.

The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree. Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.

Massively multiplayer online games commonly depict a world very similar to the real world, with real world rules and real-time actions, and communication. Players create a character to travel between buildings, towns, and even worlds to carry out business or leisure activities. Communication is usually textual, with real-time voice communication using VOIP also possible.

Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. Sometimes, emoticons or 'smilies' are available, to show feeling or facial expression. Emoticons often have a keyboard shortcut. Edward Castronova is an economist who has argued that "synthetic worlds" is a better term for these cyberspaces, but this term has not been widely adopted.

History

The concept of virtual worlds predates computers and could be traced in some sense to Pliny. The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its world. Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality device. This form of virtual reality is characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar inspiration. While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an immersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive experience.

Maze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter game. Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a maze.” (http://www.digibarn.com/history/04-VCF7-MazeWar/index.html, 29th Feb). According to the website this was in 1974, it was played on Arpanet (the initial internet), however it could only be played on an Imlac, as it was specifically built for this type of computer.

Then in 1978 MUD was released, it however was not 3D, it was text-based and used a TELNET program, by following the link you will be able to play the game, and understand just how far virtual worlds have come since http://www.british-legends.com/. You can understandably argue whether or not this is a “virtual world” and that Maze War was more sophisticated (being 3D), but you must understand that MUD could be played by anyone, Maze War was computer specific. Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information).

Some early prototypes were WorldsAway , a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape , Cityspace, an educational networking and 3D computer graphics project for children, and The Palace , a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat , developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).

In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.

The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users . Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line Interface.

Virtual world concepts

One perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual world. Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every day. All the online games listed above include downtime for maintenance that is not included as time passing in the virtual world. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game time.

As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:

  • massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example).
  • massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles.

Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is shared. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where permitted.

Boundaries

Virtual worlds are well-known as being fantasy spaces sealed off from the real world, but more careful analysis reveals that the boundaries between the real and virtual worlds are quite porous. Participants constantly arrive and depart from the world, carrying with them their unique set of behavioral assumptions and attitudes that cannot be disentangled from their interactions in the virtual world. For example, in virtual worlds which bring together players from multiple cultural backgrounds, a participant in a virtual world brings their own cultural preconceptions about those other cultures across the boundary into the world while playing. The term magic circle has been used to describe the imaginary barrier between the virtual world and the real world. The fantasy environment of the virtual world is protected from the intrusion of real life by this magic circle, but practices such as the sale of virtual items and virtual currency for real life currency challenges this separation while reinforcing the notion that objects in the virtual world have real life value. In a 2001 study by Edward Castronova, the value of the currency in the MMORPG Everquest was evaluated based on its exchange rate at USD 0.0107, making this unit of virtual currency of higher value than the Yen or the Lira.

Economy

A virtual economy is the emergent property of the interaction between participants in a virtual world. While the designers have a great deal of control over the economy by the encoded mechanics of trade, it is nonetheless the actions of players that define the economic conditions of a virtual world. The economy arises as a result of the choices that players make under the scarcity of real and virtual resources such as time or currency. Participants have a limited time in the virtual world, as in the real world, which they must divide between task such as collecting resources, practicing trade skills, or engaging in less productive fun play. The choices they make in their interaction with the virtual world, along with the mechanics of trade and wealth acquisition, dictate the relative values of items in the economy. The economy in virtual worlds is typically driven by in-game needs such as equipment, food, or trade goods. Virtual economies like that of Second Life, however, are almost entirely player-produced with very little link to in-game needs.

The value of objects in a virtual economy is usually linked to their usefulness and the difficulty of obtaining them. The investment of real world resources (time, membership fees, etc) in acquisition of wealth in a virtual economy may contribute to the real world value of virtual objects. This real world value is made obvious by the trade of virtual items on online marke

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