Isabelle Hamm & Vanessa Ossa 
Gaming the Metaverse [PDF ebook] 

Apoio


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.

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Sobre o autor

Gundolf S. Freyermuth (Prof. Dr. phil.) is Professor of Media and Game Studies and founding co-director at the Cologne Game Lab of TH Koeln-University of Technology, Arts and Sciences, as well as Professor of Comparative Media Studies at the ifs international film school of Cologne.

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Língua Inglês ● Formato PDF ● Páginas 398 ● ISBN 9783839474624 ● Tamanho do arquivo 8.0 MB ● Editor Isabelle Hamm & Vanessa Ossa ● Editora transcript Verlag ● Publicado 2025 ● Edição 1 ● Carregável 24 meses ● Moeda EUR ● ID 9428352 ● Proteção contra cópia DRM social

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