Games,
Platforms, Worlds
| Active
Worlds |
World's first open
3D chat and virtual reality world building
platform, still being improved. Runs on MS
Windows. |
| Barbie
Girls |
Mattel's
virtual world for Barbie owners. BG reached
3 million users in its first 60 days of operation,
and growing at 50,000 users/day (Scientific
American, July 2007). Great example of
a successful mixed reality platform (for 2007). |
| Beyond |
Prototype open source virtual
world platform. |
| Coke
Studios |
A successful 2.5D online virtual
world created for mycoke.com as a promotion
for Coke Music and its partners. |
| Cosmic
Blobs |
Dassault's
award-winning 3D graphics software for kids.
The beginning of "youth-created content"
for the metaverse. |
| Cyworld |
A Korean social networking
platform with the option of 2.5 dimensional
homepages which can be decorated by virtual
furniture, art, and music, all purchasable
with virtual currency. Over 15 million users
in 2005 (1/3 of Korea's population). Accessible
by cell phone. |
| Everquest |
The first popular massively
multiplayer online role-playing game (MMORPG)
to gain mainstream attention. |
| Google
Earth |
A free-of-charge, downloadable
virtual globe program. It maps the entire
earth by pasting images obtained from satellite
imagery, aerial photography and GIS over a
3D globe. |
| Habbo
Hotel |
A 2.5D avatarized online game
and chat community made by the Finnish Sulake
Corporation. Currently one of the largest
non-violent online game communities on the
Internet, operating in 17 countries, and one
of the fastest growing teen websites in the
world. |
| Lineage |
A MMORPG developed in Korea.
Highly popular throughout Asia. |
| MUPPETS |
A 3D collaborative virtual
world to enable students to help each other
learn Java programming. |
| O.S.
Earth |
A global simulation serious
game played by over 350,000 kids to date.
What would a virtual version of this look
like? |
| Peacemaker |
Award-winning public diplomacy,
conflict resolution and development game.
Challenges you to bring peace to the Middle
East. |
| Perplex
City |
A global treasure hunt alternative
reality game. $200K first prize. Season 1
in 2006. By Mind
Candy. |
| Playdo |
Major Swedish 2.5D avatarized
chat platform, mostly for teens but not restricted
to them. 300,000 users in 2006. |
| SciCentr |
Online science museum of the
Cornell Theory Center. Includes SciFair,
a science communication fair through which
youth build their own virtual exhibits with
the help of coaches. |
| Second
Life |
The leading online 3D persistent
world where players are encouraged to develop
businesses and the only one where they own
copyright on the content they create (simultaneously
licensing it to Linden Lab, creators of the
world). 200,000+ users, and over $5M/month
in real world commerce. |
| Spore |
Forthcoming game by Will Wright's
Maxis group, creator of The
Sims. Designed to teach social dynamics,
evolutionary selection, and the creation of
custom content. Epic developmental arc, from
microorganisms to space colonization. Video
demo (10 min). |
| Star
Wars Galaxies |
An elaborate Star Wars-based
MMORPG created by Sony Online Entertainment. |
| The
Palace Legacy Project |
A physically failed (2001 Chap
7 bankruptcy) online 2.5D chat world that
remains virtually populated. Meridian59
is another community that continued virtually
for two years (2000-2002) before new physical
ownership and support (Near Death Studios)
emerged. Great examples of virtual persistence.
|
| The
Sims |
Strategic life simulation computer
game. At 6.3 million copies, the best-selling
PC game to date. |
| There |
3D persistent world for online
socializing. Popular in 2004. |
| Virtual
Hills and Laguna Beach |
MTV's social virtual world,
based on There's engine. Received 300,000
downloads in ten weeks (2007). |
| Webkinz
World |
Very popular (2006) virtual
world, game, and children's social networking
site (Ganz).
Children buy Webkinz
stuffed animals and input a code to adopt
a virtual version of their pet. Great early
example of successful mixed reality. |
| Windows
Live Local |
A 2D web map server similar
to Google Maps, Mapquest, or Yahoo! Maps.
Minimal collaboration features. |
| World
of Warcraft |
The leading U.S. MMORPG. Over
6 million subscribers. |
| WorldWind |
Open source 3D virtual earth
platform. NASA project. |
| |
|
Video
| Game:
On Machinima |
A machinima + video film for
the Volvo V50. An architect gets sucked into
virtual reality and prototypes his project
there prior to returning to the physical world.
1.5 and 9 minute versions. |
Glimpse
inside a metaverse:
the virtual world of Second Life |
Philip Rosedale and Corey
Ondrejka of Linden Lab, presenting on Second
Life at Google TechTalks, March 2006. |
| Logitech
OrbitMP Webcam Effects |
Phillip Torrone of Make
magazine demos the face- and eye-tracking
features of the new logitech OrbitMP QuickCam
webcam. Software adds 2D mixed reality features
to the humans being tracked, and allows the
use of 3D gesture-driven avatars instead of
showing one's face on the webcam screen. |
|
Nintendo
Wii Video
|
Teaser videos for
Nintendo's new Wii (2006), which uses a gestural
(wand) input device. |
| Nintendo
touch floor |
Interesting early version of
a new interface concept. Active gaming on
the entire living room floor. |
| Nintendo
DS touch screen surgery |
An example of new gaming categories
(ex: active games) enabled by innovative input
devices. |
| SketchUp
Easy 3D modeling software tutorials |
Google acquisition in 2006,
for user annotation of Google Earth. Now available
for free. |
| Sony
Eyetoy boxing match |
Early interface for active
gaming. |
| Sony
Eyetoy mixed-reality narrative |
Early mixed-reality initiative
for consumer games. |
| The
Mirror World |
A brief geovlogging tour of
highlights of Seattle, merging Google Earth
images with video snips. Great example of
the promise of the future. |
| Vodafone
Mobile Future Visions |
Four flash vignettes on Entertaining,
Working, Belonging, and Caring in the wireless
future. Their "Visual Bracelet"
and "Sensor Bracelet" in these scenarios
are versions of the Carpal
PC form factor for wearable computing
that we predict will emerge among high-end
early adopters by 2016. |
| Spore
demo |
10 min demo of forthcoming
game by Will Wright's Maxis group, creator
of The
Sims. Designed to teach social dynamics,
evolutionary selection, and the creation of
custom content. Epic developmental arc, from
microorganisms to space colonization. |
Audio
(see also Portals)
| Accelerating
Change 2004 |
Physical Space, Virtual Space,
and Interface. Podcasts about the convergence
of the physical and virtual from ASF's 2004
conference at Stanford Univesity. |
| Accelerating
Change 2005 |
Artificial Intelligence and
Intelligence Amplification (AI and IA). Podcasts
about the emergent intelligence of our technologies
and the way they are making us smarter as
well. ASF's 2005 conference at Stanford University. |
| Bits
and Atoms |
Neil Gershenfeld predicts
the future and implications of personal fabrication.
From the 2005 O'Reilly Emerging Technology
Conference. |
| Brave
New Virtual Worlds |
Jerry Paffendorf talks about
Second Life, Google Earth, and the Metaverse
at Accelerating
Change 2005. |
| Games
and the Law |
A discussion between Beth Noveck,
professor at the New York Law School, James
Grimmelmann, editor-in-chief of LawMeme, and
host Ernest Miller on legal issues surrounding
intellectual property in virtual worlds. |
| Gold
from thin Air: The Economy of Virtual Worlds |
Edward Castronova discusses
the the real economics of virtual worlds.
From PopTech 2005. |
| Google
Earth |
John Hanke, general manager
of Keyhole at Google, discusses Google Earth.
At the Where 2.0 conference, 2005. |
| Internet
of Things |
Bruce Sterling's enlightening
talk at O'Reilly's ETech 2006. He notes that
as we move to a world of "spimes,"
objects whose life history is trackable in
space and time, through the geospatial web
and other interfaces, the kinds of artificial
intelligence we will build in the near
term will have little to do with thinking
and everything to do with linking, ranking,
sorting, sharing, tagging, commenting, collaborative
filtering, and other activities. Excellent
outline of issues involved in building out
the early participatory geospatial web. |
| Real
Money in Virtual Economies |
A panel discussion on the future
of user generated content. From Accelerating
Change 2004. |
| Sculpting
Possibility Space |
Will Wright's keynote on the
nature of good games. From Accelerating Change
2004. |
| Simulations
and the Future of Learning |
Clark Aldrich on how simulations
such as virtual worlds impact learning systems.
From Accelerating Change 2004. |
| The
New Sense of the Web |
An introductory discussion
about the geospatial web. National Public
Radio, 2006. |
| The
Where 2.0 Application |
Tim O'Reilly identifies trends
in mobile and location-based applications,
drawing parallels with other software markets.
's Takeaway from the Where 2.0 conference,
2005. |
| Virtual
World, Real Money |
Intro to economics
of virtual worlds. Accompanies the May 1,
2006 Business Week article, "My
Virtual Life." |
| |
|
Articles
| Articles |
"A
Brief History of the Virtual World (Bruce
Damer Interview)," Daniel Terdiman, Nov
2006, CNET. |
| |
"A
Democracy of Groups," Beth Noveck 2005,
First Monday. |
|
"A
Digital Life," Gordon Bell and Jim
Gemmel, Scientific American, 2007. Wearable
lifelog technology update, by pioneers. |
|
"A
Reason Why Video Games Are Hard to Give Up,"
U. Rochester. Motivational and emotional developmental
benefits. |
|
"A
Second Life for MTV," Mark Wallace,
Wired, Feb 2007. About the new genre of virtual
world extensions of TV programs. |
| |
"Augmented
Reality: A New Way of Seeing," Steven
K. Feiner, 2002. Scientific American. |
| |
"Harnessing
the Hive: How Online Games Drive Networked
Innovation," JC Herz, 2004. Release 1.0
|
|
"How
Madison Avenue is Wasting Millions on a Deserted
Second Life," Frank Rose, Wired,
2007. Good piece on the way some large companies
predictably overspend and oversimplify their
investment priorities in today's early Metaverse.
Shades of the early CD-ROM/Multimedia and
Dot Com eras. |
|
"Human
Performance Enhancement in 2032," John
Smart, 2005. Conversational interface (CI) and
the valuecosm. |
|
"Just
Ahead:The Web as a Virtual World,"
Aili McConnon, BusinessWeek, 13 Aug
2007 |
| |
"Ludology,
narratology, and simulations as a paradigm,"
Jamais Cascio, Worldchanging,
2005 |
|
"Mediating
Group Dynamics through Tabletop Interface Design,"
Morris et.al., IEEE CGA, 2006. |
|
"Postindustrialization
and the Virtualization of the Economy,"
Dmitri Ivanov, J of Soc and Social Anthro,
1998 1(1) |
| |
"Second
Earth," Wade Roush, Technology
Review, July/August 2007. Great overview
of the metaverse community. |
| |
"The
Digital Earth," Vice President Al
Gore, 1998. Classic speech outlining and promoting
the geospatial future. |
|
"The
Geospatial Web: A Call To Action,"
Mike Liebhold, 2005. What needs to happen next
for an open geospatial web. |
|
"The
Laws of Virtual Worlds," Greg Lastowka
and Dan Hunter, 2004. California Law Review
92.1:1-74. |
|
"The
Near Future of the Metaverse," Giulio
Prisco, Uvvy/IEET, 2006. |
|
"Virtual
Globes: The Web-Wide World," Declan
Butler, Nature, V439, 16 Feb 2006 [Subscription
Only] |
|
"Virtual
Schooling Growing at K-12 Level,"
Bill Kaczor, AP, 7 Sep 2007 |
| |
"What
is Web 2.0?," Tim O'Reilly, 2006.
Intro to the concept. |
| Topical News |
"A
Virtual World But Real Money," Richard
Siklos, NYT, 19 Oct 2006. Corporate entrance
to Second Life. |
| |
"Businesses
find real uses in virtual worlds," Colin
Stewart, 2006. OC Register |
| |
"Gamers
Eye Open Virtual Worlds," Daniel Terdiman,
2004. Wired |
| |
"How
online services will shape the console war,"
David Cole, Next
Generation, 2006 |
| |
"Taking
Video Games to the Streets," Mike McEwan,
2005. PC Gaming |
|
"The
Next Big Thing," Patrick Cox, TCS Daily,
2006 |
|
New
Bar Codes Can Talk With Your Cellphone,
Louise Story, NY Times, 2007 (on Physical Hyperlinks). |
| Special
Issue Periodicals |
Journal
of Electronic Commerce Research, Special
Issue on Virtual Worlds. Aug 2008. Broad e-commerce
coverage. |
| |
The
Games Issue: Studying Computer Games as Media,
Feb 2004. Media Int. Australia. Critical writing
on gaming. |
| |
The
New World of Games, Apr 2006.
Wired Magazinine. Guest editor Will Wright.
Ongoing cultural impact of videogames. |
Roadmaps
and Forecasts
See our Roadmapping
and Plans
and Studies pages.
Portals
and Wikis
| 3pedia |
A wiki for 3D web technologies,
and multi-user online spaces. |
| Building
the Field of Digital Media and Learning |
MacArthur
Foundation's fantastic $50M initiative
to gather what is known about how digital
media and learning (DML) technologies are
changing the way young people learn, play,
socialize, and participate in civic life,
and to seed innovation for continued growth.
They are developing a Knowledge
Network portal for the DML field (launching
Spring 2007). |
| FlightSim |
A portal for the world's flight
simulation community. |
| Geoplace |
The authoritative
resource for geospatial information. |
| LBSzone |
a resource for Location-Based
Services and related technologies including
mobile geopositioning, GPS, RFID, WiFi, open
source hacks, and related applications, technologies
and services. |
| Second
Cast |
Metaverse Podcasting Network.
Great audio coverage of Second Life. Also
Metaverse
Sessions for general VWs. |
| SimTeach |
Information and community for
teachers in Multi-User Virtual Environments
(MUVE's) |
| Social
Study Games |
Lisa Galarneau's research site
on the social aspects of games and MMOs. Extensive
list of papers and articles. |
| The
Daedalus Project |
Nick Yee's resarch site on
the psychology of MMOGs. |
| |
|
Topical
Websites
| Atlas
of Cyberspaces |
Atlas of 2D and 3D maps and
graphic representations of the geographies
of cyberspace. |
| David
Rumsey Map Collection |
8,000 examples of 2D historical
cartography. Inspirations for the geospatial
web. |
| HyperHistory
Online |
2,000 2D graphics covering
3,000 years of history. Example of the potential
for graphical historiographies. |
| ManyOne |
Proposed virtual worlds community
platform. Just a great brochureware site at
present (Joe
Firmage). |
| Mmogchart.com |
Statistics tracking the growth
of Massively Multiplayer Online Games. Bruce
Woodcock. |
| Newsgaming.com |
Free videogames
with political perspectives (Madrid
and September
12th) based on news events. |
| Simulation/Gaming
eXchange (SGX) |
Internet clearinghouse for
online simulation/gaming resources. A bit
outdated. |
| Social
Impact Games |
Entertaining games with serious
(non-entertainment) objectives. 200 in database.
(Games2train) |
| V-people |
Peter Plantec's site on the
present development and future use of virtual
humans. His homepage. |
| |
|
Blogs
| 3pointD |
An affiliate blog
of the Metaverse Roadmap focused on exploring
the emerging 3D Web. |
| Brands
in Games |
A study of in-game advertising.
Ilya
Vedrashko. Doing his MIT MS thesis on
this topic. |
| Brownian
Emotion |
Avi Bar-Ze’ev's (Google
Earth/Keyhole) blog on 3D web and other topics. |
| Cairns |
A blog on democratic design,
E-democracy, and civic innovation by Beth
Noveck, Director of the New York Law School's
Institute for Information Law and Policy and
the Democracy Design Workshop. |
| Designing
Participation |
Researching the design of participatory
web projects. Netherlands. |
| End
of Cyberspace |
Alex Pang of IFTF writes about
pervasive computing and the dissolving of
boundaries between the physical and virtual
world. |
| Exergames |
Collecting info on the expanding
world of active video games (exergames). |
| Future
Now |
The Institute for the Future's
blog exploring emerging technologies and their
implications. |
| Game
Girl Advance |
An alternate view of video
game culture within the larger context of
popular culture. |
| Game
Politics |
Dennis McCauley covers the
politics surrounding the gaming industry.
|
| Habitat
Chronicles |
Chip Morningstar and Randy
Farmer, on cyberspace, virtual communities,
online games, and distributed systems. |
| Identity
2.0 |
Addressing the problem of our
web-distributed digital identity. Especially
relevant for the coming age of the avatar. |
| Information
Aesthetics |
Exploring data visualization
and ways it inspires new design. |
| Joi
Ito |
Digital Commons advocate. CEO
and Founder, Neoteny, Board Member, ICANN. |
| joystiq |
A Weblogs Inc. blog on consumer
issues in the gaming industry. |
| Ludology.org |
Online resource for videogame
researchers. Gonzalo Frasca. |
| Many
to Many |
A Corante weblog exploring
social software and how Web 2.0 changes the
way people interact. |
| Metaverse
Territories |
Four blogs on building in Second
life with "(im)materials. |
| Mimi
Ito |
Cultural anthropologist who
studies new media use, particularly among
youth in Japan and the US. |
| Ogle
Earth |
A blog about Google Earth,
it's development, and different ways people
are utilizing it in "mashups" to make the
web more geospatially aware. |
| Read/Write
Web |
Richard MacManus keeps track
of Web 2.0 and its promise for the future
of media. |
| Rebang
|
This blog reviews new Web
2.0 products and companies as they emerge. |
| Raph
Koster |
MMORPG Designer; Former CCO,
Sony Online Entertainment. |
| Scobelizer |
A technical evangelist at Microsoft.
His blog is widely read by independent software
developers. |
| Terra
Nova |
The leading professional community
blog exploring virtual worlds. Since 2003. |
| Trends |
Glimpses into the future of
technology experience. Includes: "3D.
What is it good for?" |
| The
Cooperation Commons |
Howard Rheingold's blog exploring
the mechanisms that underlie human cooperation
in conjunction with new technologies enabling
us to cooperate and act collectively in increasingly
positive-sum ways. |
| The
Long Tail |
Chris Anderson's model explaining
the economic and social changes that occur
when access to information becomes abundant
and spatially irrelevant. |
| The
Other Here |
Jerry Paffendorf's blog on
the development of the Metaverse. |
| Virtual
China |
IFTF blog on virtual experiences
and internet activities in China. |
| Virtual
Humans |
Peter Plantec's blog on the
construction and future of virtual humans
in e-learning and other social applications. |
| VRoot |
Virtual reality news and resources
edited by and for the VR community. |
| Water
Cooler Games |
A forum for the uses of videogames
in advertising, politics, education, and other
everyday activities. Ian Bogost and Gonzalo
Frasca. |
| |
|
| |
|
Newsletters
- Online
| Gamasutra |
The art and business
of making games - online sister to Game
Developer |
The
Escapist |
An online magazine published
weekly covering gaming and gamer culture.
|
| Thiagi
Gameletter |
To increase and improve the
use of interactive, experiential strategies
to improve human performance in an effective,
efficient, and enjoyable way. Sivasailam (Thiagi)
Thiagarajan. |
| |
|
RSS
and Social Bookmarks
Newsletters
- Print
| Release
1.0 |
Esther Dyson's savvy monthly
report on the information technology and communications
markets. |
| |
|
Periodicals
- General and Trade
| Animation
Magazine |
Reports on all
aspects of the animation industry. |
| Computer
Graphics World |
Information on production tools
and applications for digital content creators. |
| Earth
Imaging Journal |
A leading information source
on remote sensing and related geospatial products
and services. |
| Game
Developer |
Magazine focused on the game
industry - print brother to Gamasutra
|
| GeoWorld |
Geospatial innovations, trends,
and events. 25,000 subscribers in 2006. |
| PC
Gamer |
Magazine focused on PC gaming,
video game reviews |
| RFID
Journal |
The leading publication devoted
solely to radio frequency identification and
its many business applications. |
| Wired |
Covering technology, culture,
business and politics for the digital generation. |
| |
|
Periodicals
- Academic and Specialty
| ACM
Computer Graphics Quarterly |
Yearly proceedings of the annual
SIGGRAPH conferences. Online only. |
| ACM
Transactions on Graphics (TOG) |
Furthering the development
of computer graphics by encouraging high-quality
research (est. 1970's). |
| Computer
Graphics Forum |
Official journal
of Eurographics. international information
for computer graphics professionals interested
in graphics developments worldwide. |
| Developments
in Business Simulation & Experiential
Exercises |
Annual proceedings of the Association
of Business Simulation and Experiential Learning
conference. Available through ABSEL. |
| Game
Studies |
The first international peer-reviewed
academic journal on computer games (est. 2001). |
| IEEE
Pervasive Computing |
Leading journal advancing research
and practice in mobile and ubiquitous computing. |
International
Journal of
Intelligent Games and Simulation |
A web publication of the University
of Wolverhampton UK and
The Society for Modeling and Simulation International
(est. 2002). |
| Journal
of Artificial Societies and Social Simulation
(JASSS) |
An interdisciplinary journal
for the exploration and understanding of social
processes by means of computer simulation
(est. 1998). |
| Journal
of Game Development |
Peer-reviewed academic research
focused solely on game-related issues (est.
2005). |
| Journal
of Graphics Tools |
Practical production techniques
for the the computer graphics research, development,
and production community (est. 1996). |
| Simulation
& Gaming |
Interdisciplinary journal of
game theory, practice and research. Academic
and applied issues in simulation/gaming in
education, training, consultation and research
(est. circa 1972). Official journal of several
professional associations, including the Association
for Business Simulation and Experiential Learning
(ABSEL), the International Simulation and
Gaming Association (ISAGA), the Japan Association
of Simulation and Gaming (JASAG), the North
American Simulation and Gaming Association
(NASAGA), Society for Intercultural Education
Training and Research (SIETAR-USA) and Swiss-Austrian
German Simulation and Gaming Association (SAGSAGA) |
| |
|
Books
- Non-Fiction
| A
Brief History of the Future: From Radio Days
to Internet Years in a Lifetime, John
Naughton, 2000 |
Ambient
Findability: What We Find Changes Who We
Become,
Peter Morville, 2005 |
| Beyond
Reality: A Guide to Alternate Reality Gaming,
John W Gosney, 2005 |
| Brands
and Gaming: The Computer Gaming Phenomenon
and the Impact of Brands on Gaming, David
Nichols et. al, 2006 |
| Designing
Virtual Worlds, Richard Bartle, 2003 |
| Diffusion
of Innovations, 5th Ed., Everett Rogers,
2005 |
Digital
Game-Based Learning, Marc Prensky, 2004 |
| Everything
Bad is Good for You, Steven Johnson, 2005 |
Geospatial
Matters: Exploring the Implications of a
Digital Earth, 2006 (forthcoming) |
| Got
Game: How the Gamer Generation Is Reshaping
Business Forever, John C. Beck and Mitchell
Wade, 2004 |
| Learning
by Doing: Simulations, Computer Games, and
Pedagogy in e-Learning and Other Educational
Experiences, Clark Aldrich, 2005 |
| Mirror
Worlds: or the Day Software Puts the Universe
in a Shoebox... How It Will Happen and What
It Will Mean, David Gelernter, 1993 |
Rules
of Play, Katie Salen and Eric Zimmerman,
2003 |
Simulations
and the Future of Learning, Clark Aldrich,
2003 |
| Synthetic
Worlds: The Business and Culture of Online
Games , Ted Castronova, 2005 |
The
Age of Intelligent Machines, Ray Kurzweil,
1992 |
| The
Rise of the Image, The Fall of the Word,
Mitchell Stephens, 1998. Great intro to the
meaning and transcendence of visual culture. |
| The
Search: How Google and Its Rivals Rewrote
the Rules of Business and Transformed Our
Culture, John Batelle, 2005 |
| The
Singularity is Near, Ray Kurzweil, 2005 |
| The
Ultimate History of Video Games, Steven
L. Kent, 2001 |
Theory
of Fun for Game Design, Raph
Koster, 2004 |
| This
Is Not a Game: A Guide to Alternate Reality
Gaming, Dave Szulborski, 2005 |
| Transparent
Society, David Brin, 1999 |
| Virtual
Humans, Peter Plantec, 2003 |
| Virtualization
of Society, Dmitri Ivanov, 2000. In Russian
only. |
What
Video Games Have to Teach Us About Learning
and Literacy, James Paul Gee, 2004 |
| |
Books
- Fiction
| Fast
Times at Fairmont High, in The
Collected Stories of Vernor Vinge, 2002.
Virtual collaboration among high school students,
early metaverse. |
| Neuromancer,
William Gibson, 1986. The original cyberpunk
novel. Dystopian digital futures. |
| Shockwave
Rider, John Brunner, 1975/95. Classic
introduction to universal data networks, information
overload, and issues of the digital society. |
| Snow
Crash, Neal Stephenson, 1992. Classic
introduction to the metaverse as the hub of
future social interaction. |
| True
Names, Vernor Vinge,1981/2001. The story
that launched the idea of cyberspace, and
the cyberpunk literary movement. |
|
Research Tools
and Databases
| ACM
Digital Library |
Full text of every
article published by the Association for Computing
Machinery (ACM), including over 50 years of
archives. |
| Game
Research and Technology |
"Links to research on
the technology of games, and other forms of
interactive virtual worlds. " |
| |
|
| |
|
|