Feedback

X
Gaming the Metaverse
0 Ungluers have Faved this Work
Neal Stephenson’s 1992 novel Snow Crash conceived of the Metaverse as an escapist medium within a dystopian future. By the early 2000s, his vision had evolved into a blueprint for pioneering virtual worlds, notably Second Life. In the 2010s, technology companies—from Meta to Epic Games—recast the Metaverse as the next frontier of digital experience and revenue generation. Now, in the 2020s, the still speculative concept encompasses a convergence of extended reality technologies alongside blockchain systems and artificial intelligence. The contributors bring together leading scholars and industry professionals to examine past “imaginations” and recent “achievements” in the pursuit of the Metaverse. They trace its development through literary, media, and cultural history while exploring current applications and their technical, social, cultural, and economic implications.

This book is included in DOAB.

Why read this book? Have your say.

You must be logged in to comment.

Rights Information

Are you the author or publisher of this work? If so, you can claim it as yours by registering as an Unglue.it rights holder.

Downloads

This work has been downloaded 2 times via unglue.it ebook links.
  1. 2 - pdf (CC BY-SA) at OAPEN Library.

Keywords

  • Computer games
  • Cultural Studies
  • Cyberspace
  • Digital Culture
  • Digital media
  • Media
  • Media Aesthetics
  • Media Studies
  • Media Theory
  • metaverse
  • Popular culture
  • thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
  • Virtual reality

Links

DOI: 10.14361/9783839474624

Editions

edition cover

Share

Copy/paste this into your site: