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Gaming the Metaverse
[Sammelwerk]
Abstract 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... mehr
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.... weniger
Thesaurusschlagwörter
Computerspiel; Digitale Medien; virtuelle Realität; Medientheorie; Popkultur; Medien; Interaktion; Kulturwissenschaft
Klassifikation
interaktive, elektronische Medien
sonstige Geisteswissenschaften
Freie Schlagwörter
Culture and institutions; Cyberspace; Digital Culture; Geisteswissenschaften allgemein; Media Aesthetics; Media Studies; Metaverse; Social interaction; Social sciences
Sprache Dokument
Englisch
Publikationsjahr
2025
Verlag
transcript Verlag
Erscheinungsort
Bielefeld
Seitenangabe
397 S.
Schriftenreihe
Bild und Bit. Studien zur digitalen Medienkultur
DOI
https://doi.org/10.14361/9783839474624
ISSN
2702-8259
ISBN
978-3-8394-7462-4
Status
Veröffentlichungsversion; begutachtet
Lizenz
Creative Commons - Namensnennung, Weitergabe unter gleichen Bedingungen 4.0