Javascript must be enabled to continue!
Demographics of Virtual Worlds
View through CrossRef
Virtual worlds, as both a concept and an industry, has changed radically over the past 10 years, from a toy for the technological elite, to an over-hyped marketing phenomenon, to a needed reexamination of the uses and utility of virtual world technologies and experiences, as provided in this paper. Within academia there are a number of issues that require further examination. The academic community appears to be divided into four camps: 1. those who embrace virtual worlds; 2. those who ignore the shifting use of technology; 3. those who are aware but have not yet explored the technology; and 4. those who are entirely unaware that virtual worlds exist. There is an overwhelming focus of research, publications and funding on a single virtual world: Second Life, which does not serve more than a fraction of the entire population utilizing virtual worlds or similar technologies. An overview of the size, shape and forms of virtual worlds may have a positive impact on both of these issues. This paper presents an in-depth survey and analysis of virtual worlds and related technologies.
Title: Demographics of Virtual Worlds
Description:
Virtual worlds, as both a concept and an industry, has changed radically over the past 10 years, from a toy for the technological elite, to an over-hyped marketing phenomenon, to a needed reexamination of the uses and utility of virtual world technologies and experiences, as provided in this paper.
Within academia there are a number of issues that require further examination.
The academic community appears to be divided into four camps: 1.
those who embrace virtual worlds; 2.
those who ignore the shifting use of technology; 3.
those who are aware but have not yet explored the technology; and 4.
those who are entirely unaware that virtual worlds exist.
There is an overwhelming focus of research, publications and funding on a single virtual world: Second Life, which does not serve more than a fraction of the entire population utilizing virtual worlds or similar technologies.
An overview of the size, shape and forms of virtual worlds may have a positive impact on both of these issues.
This paper presents an in-depth survey and analysis of virtual worlds and related technologies.
Related Results
Standardization in Virtual Worlds: Formation of Hope and Fear
Standardization in Virtual Worlds: Formation of Hope and Fear
There is a growing interest in using virtual worlds for commercial reasons. However, if creative technology is the opportunity, then why are virtual worlds not used to their full e...
Impossible Worlds
Impossible Worlds
Impossible worlds constitute an increasingly popular yet controversial topic in logic and metaphysics. The term “impossible worlds” parallels the term “possible worlds” and commonl...
Emerging Ethical Issues of Life in Virtual Worlds
Emerging Ethical Issues of Life in Virtual Worlds
Virtual Worlds are being increasingly used in business and education. With each day more people are venturing into computer generated online persistent worlds such as Second Life f...
The “New” Virtual Consumer: Exploring the Experiences of New Users
The “New” Virtual Consumer: Exploring the Experiences of New Users
The development of virtual worlds began long before the invention of computers; the minds of children at play would create fantasy or virtual worlds in which to explore or interact...
The Aspatial Economics of Virtual Worlds
The Aspatial Economics of Virtual Worlds
This article compares and contrasts the economic geography of the physical world with that of virtual worlds, with an analytical focus on the spatial (and aspatial) characteristics...
Business research in virtual worlds: possibilities and practicalities
Business research in virtual worlds: possibilities and practicalities
PurposeIt is predicted that virtual business and related research possibilities will expand significantly. In this context, the aim of this paper is to use insights from a virtual ...
Universal Design for Virtual Worlds
Universal Design for Virtual Worlds
We describe three broad approaches to the issue of accessibility design within Virtual Worlds. Our intent is to stimulate the thinking of content designers within Virtual Worlds a...
Using virtual worlds as a platform for collaborative meetings in healthcare: a feasibility study
Using virtual worlds as a platform for collaborative meetings in healthcare: a feasibility study
Abstract
Background
Healthcare teams often consist of geographically dispersed members. Virtual worlds can support immersive, high-quality, multimed...

