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Virtual World Digital Media
Virtual World Digital Media
 A virtual world or massively multiplayer
online world (MMOW) is a computer-
based simulated environment populated
by many users who can create a
personal avatar, and simultaneously and
independently explore the virtual world,
participate in its activities and
communicate with others. These avatars
can be textual, two or three-dimensional
graphical representations, or live video
avatars with auditory and touch
sensations. In general, virtual worlds
allow for multiple used.
Continue
 The user accesses a computer-simulated
world which presents perceptual stimuli to the
user, who in turn can manipulate elements of
the modeled world and thus experience a
degree of presence. Such modeled worlds
and their rules may draw from the reality or
fantasy worlds. Example rules are gravity,
topography, locomotion, real-time actions,
and communication. Communication between
users can range from text, graphical icons,
visual gesture, sound, and rarely, forms using
touch, voice command, and balance senses.
Continue
 Massively multiplayer online games depict a
wide range of worlds, including those based
on science fiction, the real world, super
heroes, sports, horror, and historical milieus.
The most common form of such games is
fantasy worlds, whereas those based on the
real world are relatively rare. Most
MMORPGs have real-time actions and
communication. Players create a character
that travels between buildings, towns, and
worlds to carry out business or leisure
activities. Communication is usually textual,
but real-time voice communication is also
possible. The form of communication used
can substantially affect the experience of
players in the game.
Continue
 Virtual worlds are not limited to games
but, depending on the degree of
immediacy presented, can encompass
computer conferencing and text based
chartrooms. Sometimes, emoticons or
'smiles' are available to show feeling or
facial expression. Emoticons often have
a keyboard shortcut. Edward Castro
nova is an economist who has argued
that "synthetic worlds" is a better term for
these cyberspaces, but this term has not
been widely adopted.
History
 The first virtual worlds presented on the
Internet were communities and chat
rooms, some of which evolved into
MUDs and MUSHes. The first MUD,
known as MUD1, was released in 1978.
The acronym originally stood for Multi-
User Dungeon, but later also came to
mean Multi-User Dimension and Multi-
User Domain. A MUD is a virtual world
with many players interacting in real
time. The early versions were text-
based, offering only limited graphical
representation and often using a
Command Line Interface.
Continue
 Users interact in role-playing or
competitive games by typing commands
and can read or view descriptions of the
world and other players. Such early
worlds began the MUD heritage that
eventually led to massively multiplayer
online role-playing games, more
commonly known as MMORPGs, a
genre of role-playing games in which a
large number of players interact within a
virtual world.
Continue
 Some prototype virtual worlds were Worlds
Away. a two-dimensional chat environment
where users designed their own avatars;
Dreamscape, an interactive community
featuring a virtual world by CompuServe; City
space, an educational networking and 3D
computer graphics project for children; and
The Palace, a 2-dimensional community
driven virtual world. However, credit for the
first online virtual world usually goes to
Habitat, developed in 1987 by Lucas Film
Games for the Commodore 64 computer, and
running on the Quantum Link service (the
precursor to America Online)
Continue
 In 1996, the city of Helsinki, Finland with
Helsinki Telephone Company (since Elisa
Group) launched what was called the first
online virtual 3D depiction intended to map
an entire city. The Virtual Helsinki project
was eventually renamed Helsinki Arena
2000 project and parts of the city in
modern and historical context were
rendered in 3D.
Continue
 In 1999, Whyville.net the first virtual
world specifically for children was
launched with a base in game-based
learning and one of the earliest virtual
currency-based economies. Shortly
after, in 2000, Habbo launched and
grew to become one of the most
popular and longest running virtual
worlds with millions of users around
the world.
Virtual world concepts
 There is no generally accepted definition
of virtual world, but they do require that
the world be persistent; in other words,
the world must continue to exist even
after a user exits the world, and user-
made changes to the world should be
preserved. While the interaction with
other participants is done in real-time,
time consistency is not always
maintained in online virtual worlds. For
example, Ever Quest time passes faster
than real-time despite using the same
calendar and time units to present game
time.
Economy
 A virtual economy is the emergent property of
the interaction between participants in a
virtual world. While the designers have a
great deal of control over the economy by the
encoded mechanics of trade, it is
nonetheless the actions of players that define
the economic conditions of a virtual world.
The economy arises as a result of the
choices that players make under the scarcity
of real and virtual resources such as time or
currency. Participants have a limited time in
the virtual world, as in the real world, which
they must divide between task such as
collecting resources, practicing trade skills, or
engaging in less productive fun play.
Continue
 . The choices they make in their interaction with
the virtual world, along with the mechanics of
trade and wealth acquisition, dictate the relative
values of items in the economy. The economy in
virtual worlds is typically driven by in-game needs
such as equipment, food, or trade goods. Virtual
economies like that of Second Life, however, are
almost entirely player-produced with very little
link to in-game needs. While the relevance of
virtual world economics to physical world
economics has been questioned, it has been
shown the users of virtual worlds respond to
economic stimuli (such as the law of supply and
demand) in the same way that people do in the
physical world.
Continue
 . In fact, there are often very direct
corollaries between physical world economic
decisions and virtual world economic
decisions Virtual worlds offer advertisers the
potential for virtual advertisements, such as
the in-game advertising already found in a
number of video games.
Geography
 The geography of virtual worlds can vary
widely because the role of geography and
space is an important design component over
which the developers of virtual worlds have
control and may choose to alter. Virtual
worlds are, at least superficially, digital
instantiations of three-dimensional space. As
a result, considerations of geography in
virtual worlds (such as World of War craft)
often revolve around “spatial narratives” in
which players act out a nomadic hero’s
journey along the lines of that present in The
Odyssey
Continue
 The creation of fantastic places is also a
reoccurring theme in the geographic
study of virtual worlds, although, perhaps
counter intuitively, the heaviest users of
virtual worlds often downgrade the
sensory stimuli of the world’s fantastic
places in order to make themselves more
efficient at core tasks in the world, such
as killing monster.
Continue
 However, the geographic component of
some worlds may only be a geographic
veneer atop an otherwise noncapital
core structure. For instance, while
imposing geographic constraints upon
users when they quest for items, these
constraints may be removed when they
sell items in a geographically
unconstrained auction house. In this
way, virtual worlds may provide a
glimpse into what the future economic
geography of the physical world may be
like as more and more goods become
digital
Research
 Virtual spaces can serve a variety of
research and educational goals and may
be useful for examining human behavior.
Offline- and virtual-world personalities
differ from each other but are
nevertheless significantly related which
has a number of implications for self-
verification, self-enhancement and other
personality theories. Panic and
agoraphobia have also been studied in a
virtual world.
Continue
 Given the large engagement, especially of young
children in virtual worlds, there has been a steady
growth in research studies involving the social,
educational and even emotional impact of virtual
worlds on children. The John D. and Catherine T.
MacArthur Foundation for example have funded
research into virtual worlds including, for example,
how preteens explore and share information about
reproductive health. A larger set of studies on
children's social and political use of the virtual
world Whyville.net has also been published in the
book "Connected Play: Tweens in a Virtual World"
Authored by Yasmin B. Kafai, Deborah A. Fields,
and Mazurka Ito. Several other research
publications now specifically address the use of
virtual worlds for education.
Virtual worlds and real life
 Some virtual worlds have off-line, real world
components and applications. Hand points,
for example, is a children's virtual world that
tracks chores via customizable chore charts
and lets children get involved in their
household duties offline. They complete
chores and use the website and virtual world
to keep track of their progress and daily
tasks. There are also online platforms such
as Universe which are designed to re-
connect people to the real world via virtual
means. Users can post activities and services
on-line and meet up off-line to share the
Medical
 Disabled or chronically invalided people
of any age can benefit enormously from
experiencing the mental and emotional
freedom gained by temporarily leaving
their disabilities behind and doing,
through the medium of their avatars,
things as simple and potentially
accessible to able, healthy people as
walking, running, dancing, sailing,
fishing, swimming, surfing, flying, skiing,
gardening, exploring and other physical
activities which their illnesses or
disabilities prevent them from doing in
real life.
Continue
 They may also be able to socialize, form
friendships and relationships much more
easily and avoid the stigma and other
obstacles which would normally be attached
to their disabilities. This can be much more
constructive, emotionally satisfying and
mentally fulfilling than passive pastimes such
as television watching, playing computer
games, reading or more conventional types
of internet use.
Commercial
 As businesses compete in the real world,
they also compete in virtual worlds. As
there has been an increase in the buying
and selling of products online (e-
commerce) this twinned with the rise in the
popularity of the internet, has forced
businesses to adjust to accommodate the
new market.
Continue
 Many companies and organizations now
incorporate virtual worlds as a new form of
advertising. There are many advantages to
using these methods of commercialization.
An example of this would be Apple creating
an online store within Second Life. This
allows the users to browse the latest and
innovative products. Players cannot actually
purchase a product but having these “virtual
stores” is a way of accessing a different
clientele and customer demographic. The use
of advertising within "virtual worlds" is a
relatively new idea
Continue
 This is because Virtual Worlds is a relatively new
technology. Before companies would use an
advertising company to promote their products.
 With the introduction of the prospect of
commercial success within a Virtual World,
companies can reduce cost and time constraints by
keeping this "in-house". An obvious advantage is
that it will reduce any costs and restrictions that
could come into play in the real world.
Continue
 Using virtual worlds gives companies the
opportunity to gauge customer reaction
and receive feedback. Feedback can be
crucial to the development of a project as
it will inform the creators exactly what
users want.
Future
 Virtual worlds may lead to a "mobility" of labor
that may impact national and organizational
competitiveness in a manner similar to the
changes seen with the mobility of goods and
then the mobility of labor.
 Virtual worlds may increasingly function as
centers of commerce, trade, and business.
With the increased growth of virtual asset trade
being seen: In Second Life, revenue has
reached
 Approximately 7million US Dollars per month.
Real world brands such as Coca-Cola have
used virtual worlds to advertise their brand.
Thank you

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Vwdm

  • 2. Group Name Waleed Hassan 13051516-009 Syed Zeshan Haider 13051516-014 Fahad Meer 13051516-028 Ibrar Shahid 13051516-077 Maryam 13051516-012 Amina 13051516-013
  • 4. Virtual World Digital Media  A virtual world or massively multiplayer online world (MMOW) is a computer- based simulated environment populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, two or three-dimensional graphical representations, or live video avatars with auditory and touch sensations. In general, virtual worlds allow for multiple used.
  • 5. Continue  The user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of presence. Such modeled worlds and their rules may draw from the reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.
  • 6. Continue  Massively multiplayer online games depict a wide range of worlds, including those based on science fiction, the real world, super heroes, sports, horror, and historical milieus. The most common form of such games is fantasy worlds, whereas those based on the real world are relatively rare. Most MMORPGs have real-time actions and communication. Players create a character that travels between buildings, towns, and worlds to carry out business or leisure activities. Communication is usually textual, but real-time voice communication is also possible. The form of communication used can substantially affect the experience of players in the game.
  • 7. Continue  Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chartrooms. Sometimes, emoticons or 'smiles' are available to show feeling or facial expression. Emoticons often have a keyboard shortcut. Edward Castro nova is an economist who has argued that "synthetic worlds" is a better term for these cyberspaces, but this term has not been widely adopted.
  • 8. History  The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. The first MUD, known as MUD1, was released in 1978. The acronym originally stood for Multi- User Dungeon, but later also came to mean Multi-User Dimension and Multi- User Domain. A MUD is a virtual world with many players interacting in real time. The early versions were text- based, offering only limited graphical representation and often using a Command Line Interface.
  • 9. Continue  Users interact in role-playing or competitive games by typing commands and can read or view descriptions of the world and other players. Such early worlds began the MUD heritage that eventually led to massively multiplayer online role-playing games, more commonly known as MMORPGs, a genre of role-playing games in which a large number of players interact within a virtual world.
  • 10. Continue  Some prototype virtual worlds were Worlds Away. a two-dimensional chat environment where users designed their own avatars; Dreamscape, an interactive community featuring a virtual world by CompuServe; City space, an educational networking and 3D computer graphics project for children; and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by Lucas Film Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online)
  • 11. Continue  In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.
  • 12. Continue  In 1999, Whyville.net the first virtual world specifically for children was launched with a base in game-based learning and one of the earliest virtual currency-based economies. Shortly after, in 2000, Habbo launched and grew to become one of the most popular and longest running virtual worlds with millions of users around the world.
  • 13. Virtual world concepts  There is no generally accepted definition of virtual world, but they do require that the world be persistent; in other words, the world must continue to exist even after a user exits the world, and user- made changes to the world should be preserved. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, Ever Quest time passes faster than real-time despite using the same calendar and time units to present game time.
  • 14. Economy  A virtual economy is the emergent property of the interaction between participants in a virtual world. While the designers have a great deal of control over the economy by the encoded mechanics of trade, it is nonetheless the actions of players that define the economic conditions of a virtual world. The economy arises as a result of the choices that players make under the scarcity of real and virtual resources such as time or currency. Participants have a limited time in the virtual world, as in the real world, which they must divide between task such as collecting resources, practicing trade skills, or engaging in less productive fun play.
  • 15. Continue  . The choices they make in their interaction with the virtual world, along with the mechanics of trade and wealth acquisition, dictate the relative values of items in the economy. The economy in virtual worlds is typically driven by in-game needs such as equipment, food, or trade goods. Virtual economies like that of Second Life, however, are almost entirely player-produced with very little link to in-game needs. While the relevance of virtual world economics to physical world economics has been questioned, it has been shown the users of virtual worlds respond to economic stimuli (such as the law of supply and demand) in the same way that people do in the physical world.
  • 16. Continue  . In fact, there are often very direct corollaries between physical world economic decisions and virtual world economic decisions Virtual worlds offer advertisers the potential for virtual advertisements, such as the in-game advertising already found in a number of video games.
  • 17. Geography  The geography of virtual worlds can vary widely because the role of geography and space is an important design component over which the developers of virtual worlds have control and may choose to alter. Virtual worlds are, at least superficially, digital instantiations of three-dimensional space. As a result, considerations of geography in virtual worlds (such as World of War craft) often revolve around “spatial narratives” in which players act out a nomadic hero’s journey along the lines of that present in The Odyssey
  • 18. Continue  The creation of fantastic places is also a reoccurring theme in the geographic study of virtual worlds, although, perhaps counter intuitively, the heaviest users of virtual worlds often downgrade the sensory stimuli of the world’s fantastic places in order to make themselves more efficient at core tasks in the world, such as killing monster.
  • 19. Continue  However, the geographic component of some worlds may only be a geographic veneer atop an otherwise noncapital core structure. For instance, while imposing geographic constraints upon users when they quest for items, these constraints may be removed when they sell items in a geographically unconstrained auction house. In this way, virtual worlds may provide a glimpse into what the future economic geography of the physical world may be like as more and more goods become digital
  • 20. Research  Virtual spaces can serve a variety of research and educational goals and may be useful for examining human behavior. Offline- and virtual-world personalities differ from each other but are nevertheless significantly related which has a number of implications for self- verification, self-enhancement and other personality theories. Panic and agoraphobia have also been studied in a virtual world.
  • 21. Continue  Given the large engagement, especially of young children in virtual worlds, there has been a steady growth in research studies involving the social, educational and even emotional impact of virtual worlds on children. The John D. and Catherine T. MacArthur Foundation for example have funded research into virtual worlds including, for example, how preteens explore and share information about reproductive health. A larger set of studies on children's social and political use of the virtual world Whyville.net has also been published in the book "Connected Play: Tweens in a Virtual World" Authored by Yasmin B. Kafai, Deborah A. Fields, and Mazurka Ito. Several other research publications now specifically address the use of virtual worlds for education.
  • 22. Virtual worlds and real life  Some virtual worlds have off-line, real world components and applications. Hand points, for example, is a children's virtual world that tracks chores via customizable chore charts and lets children get involved in their household duties offline. They complete chores and use the website and virtual world to keep track of their progress and daily tasks. There are also online platforms such as Universe which are designed to re- connect people to the real world via virtual means. Users can post activities and services on-line and meet up off-line to share the
  • 23. Medical  Disabled or chronically invalided people of any age can benefit enormously from experiencing the mental and emotional freedom gained by temporarily leaving their disabilities behind and doing, through the medium of their avatars, things as simple and potentially accessible to able, healthy people as walking, running, dancing, sailing, fishing, swimming, surfing, flying, skiing, gardening, exploring and other physical activities which their illnesses or disabilities prevent them from doing in real life.
  • 24. Continue  They may also be able to socialize, form friendships and relationships much more easily and avoid the stigma and other obstacles which would normally be attached to their disabilities. This can be much more constructive, emotionally satisfying and mentally fulfilling than passive pastimes such as television watching, playing computer games, reading or more conventional types of internet use.
  • 25. Commercial  As businesses compete in the real world, they also compete in virtual worlds. As there has been an increase in the buying and selling of products online (e- commerce) this twinned with the rise in the popularity of the internet, has forced businesses to adjust to accommodate the new market.
  • 26. Continue  Many companies and organizations now incorporate virtual worlds as a new form of advertising. There are many advantages to using these methods of commercialization. An example of this would be Apple creating an online store within Second Life. This allows the users to browse the latest and innovative products. Players cannot actually purchase a product but having these “virtual stores” is a way of accessing a different clientele and customer demographic. The use of advertising within "virtual worlds" is a relatively new idea
  • 27. Continue  This is because Virtual Worlds is a relatively new technology. Before companies would use an advertising company to promote their products.  With the introduction of the prospect of commercial success within a Virtual World, companies can reduce cost and time constraints by keeping this "in-house". An obvious advantage is that it will reduce any costs and restrictions that could come into play in the real world.
  • 28. Continue  Using virtual worlds gives companies the opportunity to gauge customer reaction and receive feedback. Feedback can be crucial to the development of a project as it will inform the creators exactly what users want.
  • 29. Future  Virtual worlds may lead to a "mobility" of labor that may impact national and organizational competitiveness in a manner similar to the changes seen with the mobility of goods and then the mobility of labor.  Virtual worlds may increasingly function as centers of commerce, trade, and business. With the increased growth of virtual asset trade being seen: In Second Life, revenue has reached  Approximately 7million US Dollars per month. Real world brands such as Coca-Cola have used virtual worlds to advertise their brand.