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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Autores principales: Benjamin Beil, Gundolf S. Freyermuth, Isabelle Hamm, Vanessa Ossa
Formato: Libro
Publicado: transcript 2025
Acceso en línea:Ver este registro en EBSCOhost
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          Isabelle Hamm
          Vanessa Ossa
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          Benjamin Beil
          Gundolf S. Freyermuth
          Isabelle Hamm
          Vanessa Ossa
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          COMPUTERS / Virtual & Augmented Reality
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          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.
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