Gaming the Metaverse
Neal Stephenson's 1992 novel Snow Crash conceived of the Metaverse as an escapist medium within a dystopian future. By the early 2000s, his vision had evolved into a blueprint for pioneering virtual worlds, notably Second Life. In the 2010s, technology companies—from Meta to Epic Games—recast the Me...
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transcript
2025
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=nlebk&AN=4119168&site=ehost-live header: @attributes: shortDbName: nlebk uiTerm: 4119168 longDbName: eBook Collection (EBSCOhost) uiTag: AN controlInfo: bkinfo: btl: Gaming the Metaverse aug: au: Benjamin Beil Gundolf S. Freyermuth Isabelle Hamm Vanessa Ossa sertl: Bild Und Bit. Studien Zur Digitalen Medienkultur isbn: 9783837674620 9783839474624 imageinfo: pubinfo: dt: @attributes: year: 2025 month: 01 day: 01 dtAvail: @attributes: year: 2025 month: 07 day: 28 pub: transcript pubContract: Transcript Verlag place: Bielefeld price: 0.01 limitsGroup: maxCheckoutDays: 1500 pda: N printPagesOffline: 100 printPagesOnline: 100 previewPages: 10000 prePubGroup: dewey: @attributes: class: 302.231 item: 302 .231 lc: @attributes: class: HM742 item: HM 742 artinfo: ui: 4119168 1500761711 formats: fmt: @attributes: type: EB doid: NL$4119168$PDF caption: PDF download: Y tig: atl: Gaming the Metaverse ptl: Gaming the Metaverse aug: au: Benjamin Beil Gundolf S. Freyermuth Isabelle Hamm Vanessa Ossa su: Shared virtual environments--Social aspects sug: subj: SOCIAL SCIENCE / Media Studies COMPUTERS / Virtual & Augmented Reality COMPUTERS / Human-Computer Interaction (HCI) Shared virtual environments--Social aspects ab: Neal Stephenson's 1992 novel Snow Crash conceived of the Metaverse as an escapist medium within a dystopian future. By the early 2000s, his vision had evolved into a blueprint for pioneering virtual worlds, notably Second Life. In the 2010s, technology companies—from Meta to Epic Games—recast the Metaverse as the next frontier of digital experience and revenue generation. Now, in the 2020s, the still speculative concept encompasses a convergence of extended reality technologies alongside blockchain systems and artificial intelligence. This volume brings together leading scholars and industry professionals to examine past “imaginations” and recent “achievements” in the pursuit of the Metaverse. Contributors trace its development through literary, media, and cultural history while exploring current applications and their technical, social, cultural, and economic implications. pubtype: eBook doctype: Book ougenre: Book language: English copyright: @attributes: flag: N copyrightText: holdings: @attributes: islocal: N |
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