Virtual worlds - past, present, and future: New directions in social computing

被引:215
作者
Messinger, Paul R. [1 ]
Strolulia, Eleni [2 ]
Lyons, Kelly [3 ]
Bone, Michael [1 ]
Niu, Run H. [4 ]
Smirnov, Kristen [1 ]
Perelgut, Stephen [5 ]
机构
[1] Univ Alberta, Sch Business, Edmonton, AB T6G 2M7, Canada
[2] Univ Alberta, Dept Comp Sci, Edmonton, AB T6G 2M7, Canada
[3] Univ Alberta, Fac Informat, Edmonton, AB T6G 2M7, Canada
[4] Webster Univ, Business Dept, Webster Groves, MO USA
[5] IBM Toronto Labs, Toronto, ON, Canada
基金
加拿大自然科学与工程研究理事会;
关键词
Virtual worlds; Social computing; Gaming; Avatars; VIOLENT VIDEO GAMES; 2ND LIFE; COLLABORATIVE DESIGN; FREEDOM; PLAY;
D O I
10.1016/j.dss.2009.02.014
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Virtual worlds, where thousands of people can interact simultaneously within the same three-dimensional environment, represent a frontier in social computing with critical implications for business, education, social sciences. and our society at large. In this paper, we first trace the history of virtual worlds back to its antecedents in electronic gaming and on-line social networking. We then provide an overview of extant virtual worlds, including education-focused, theme-based, community-specific, children-focused, and self-determined worlds - and we analyze the relationship among these worlds according to an initial taxonomy for the area. Recognizing the apparent leadership of Second Life among today's self-determined virtual worlds, we present a detailed case study of this environment, including surveys of 138 residents regarding how they perceive and utilize the environment. Lastly, we provide a literature review of existing virtual world research, with a focus on business research, and a condensed summary of research issues in education, social sciences, and humanities. (C) 2009 Elsevier B.V. All rights reserved.
引用
收藏
页码:204 / 228
页数:25
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