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"The Historical Role of Technology in Virtual World Identity and implications of future development."   CE-502  Sean Crowe Presentation Assignment
Precursor to Virtual Worlds ,[object Object]
First edition released in 1974
Not a virtual world but contains many similarities regarding identity.
You create a character, an avatar, who can partake in exciting activities that you can't, in a different setting than real life.
Limitations ,[object Object]
Worth noting that these PnP roleplaying games are now played over the internet, through forums and IRC (Internet Relay Chat) as well as with other software packages.
Multi User Dungeons ,[object Object]
Borrow heavily from the mechanics of pen and paper roleplaying games but are multiplayer, utilising the internet.
The player creates a character who becomes their online identity.
Modern Virtual Worlds ,[object Object]
These games were originally referred to as graphical MUDs which is a clear show of their heritage.
Importance of 3d Environment ,[object Object]

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Virtual Identity

  • 1. "The Historical Role of Technology in Virtual World Identity and implications of future development." CE-502 Sean Crowe Presentation Assignment
  • 2.
  • 4. Not a virtual world but contains many similarities regarding identity.
  • 5. You create a character, an avatar, who can partake in exciting activities that you can't, in a different setting than real life.
  • 6.
  • 7. Worth noting that these PnP roleplaying games are now played over the internet, through forums and IRC (Internet Relay Chat) as well as with other software packages.
  • 8.
  • 9. Borrow heavily from the mechanics of pen and paper roleplaying games but are multiplayer, utilising the internet.
  • 10. The player creates a character who becomes their online identity.
  • 11.
  • 12. These games were originally referred to as graphical MUDs which is a clear show of their heritage.
  • 13.
  • 14. Modern 3D games and Virtual Worlds allow you to see the world your avatar is in, and experience it in full 360 with less limitations. It gives you more of a sense of belonging, of Immersion.
  • 15. Feeling immersed is probably the most important influence on creating an ingame identity.
  • 16.
  • 17. Games such as EVE-Online do have authentic aspects that are built on real life constructs. Perhaps the most well known example of this is the player driven economy. These mirror real life with the intricacies of supply and demand, with players being capable of gaining all of the ingame currency they need simply by playing the markets.
  • 18.
  • 19. He claims that you aren't roleplaying your avatar but actually become the avatar.
  • 20.
  • 21. The aim of these is to enhance our normal lives through the use of an augmented reality, with devises such as glasses with HUDs (Heads up displays) that would display information such as temperature, compass and maybe even direct us where to go.
  • 22. We'd not only be known by our virtual identity online, but also in real life as people could pull up our virtual identity simply by looking at us.
  • 23.
  • 24.
  • 25.
  • 26. The nature of a Singularity makes it difficult to predict anything past the event, but it paints the picture of a future where, as far as virtual worlds will be concerned, maybe anything will be possible.
  • 27.
  • 28. It's difficult to know what future advancements will bring but its safe to say that our identities will become more fluid and blurred, and that we may take more control over ourselves. I personally think this can only be a good thing, and it would lead to greater confidence as a reuslt of more personal control.