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dc.contributor.editorBeil, Benjaminde
dc.contributor.editorFreyermuth, Gundolf S.de
dc.contributor.editorHamm, Isabellede
dc.contributor.editorOssa, Vanessade
dc.date.accessioned2025-04-11T14:27:38Z
dc.date.available2025-04-11T14:27:38Z
dc.date.issued2025de
dc.identifier.isbn978-3-8394-7462-4de
dc.identifier.issn2702-8259de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/101536
dc.description.abstractNeal 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.de
dc.languageende
dc.publishertranscript Verlagde
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.ddcPhilosophiede
dc.subject.ddcPhilosophyen
dc.subject.otherCulture and institutions; Cyberspace; Digital Culture; Geisteswissenschaften allgemein; Media Aesthetics; Media Studies; Metaverse; Social interaction; Social sciencesde
dc.titleGaming the Metaversede
dc.description.reviewbegutachtetde
dc.description.reviewrevieweden
dc.identifier.urlhttps://www.transcript-verlag.de/shopMedia/openaccess/pdf/oa9783839474624.pdfde
dc.publisher.countryDEUde
dc.publisher.cityBielefeldde
dc.source.seriesBild und Bit. Studien zur digitalen Medienkultur
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.classozsonstige Geisteswissenschaftende
dc.subject.classozOther Fields of Humanitiesen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozDigitale Mediende
dc.subject.thesozdigital mediaen
dc.subject.thesozvirtuelle Realitätde
dc.subject.thesozvirtual realityen
dc.subject.thesozMedientheoriede
dc.subject.thesozmedia theoryen
dc.subject.thesozPopkulturde
dc.subject.thesozpop cultureen
dc.subject.thesozMediende
dc.subject.thesozmediaen
dc.subject.thesozInteraktionde
dc.subject.thesozinteractionen
dc.subject.thesozKulturwissenschaftde
dc.subject.thesozcultural studiesen
dc.identifier.urnurn:nbn:de:0168-ssoar-101536-4
dc.rights.licenceCreative Commons - Namensnennung, Weitergabe unter gleichen Bedingungen 4.0de
dc.rights.licenceCreative Commons - Attribution-ShareAlike 4.0en
ssoar.contributor.institutiontranscript Verlagde
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10058702
internal.identifier.thesoz10083753
internal.identifier.thesoz10056015
internal.identifier.thesoz10051928
internal.identifier.thesoz10048286
internal.identifier.thesoz10035302
internal.identifier.thesoz10046098
internal.identifier.thesoz10042839
dc.type.stockcollectionde
dc.type.documentSammelwerkde
dc.type.documentcollectionen
dc.source.pageinfo397de
internal.identifier.classoz1080404
internal.identifier.classoz39900
internal.identifier.document24
internal.identifier.ddc070
internal.identifier.ddc100
dc.identifier.doihttps://doi.org/10.14361/9783839474624de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence24
internal.identifier.pubstatus1
internal.identifier.review2
internal.identifier.series2302
internal.dda.referencexmlxslt-bundlessource-376@@10039-9783839474624


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