Related topics: game

'New normal' nudged people online

The national and local lockdowns put in place during the COVID-19 pandemic forced many people to re-evaluate the way they lived and worked. Research published in the International Journal of Web Based Communities looks at ...

Virtual reality tool to be used in the fight against disease

Science has the technology to measure the activity of every gene within a single individual cell, and just one experiment can generate thousands of cells worth of data. Researchers at Lund University in Sweden have now revolutionized ...

Facebook, the metaverse and the monetisation of higher education

The metaverse is a virtual world in which users, represented by an avatar, can shop, socialize, take part in leisure activities—and learn. Its development has become a priority for many tech companies, including Facebook ...

Socializing in the time of COVID

If working practices and education have been compromised by the ongoing COVID-19 pandemic, then so too, obviously, have our social lives. The limitations of lockdowns and keeping apart to reduce the risk of catching or passing ...

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Virtual world

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. Communication is usually textual, with real-time voice communication using VOIP also possible.[clarification needed]

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.

This text uses material from Wikipedia, licensed under CC BY-SA