Virtual world

virtual worldsonline worldin-gamevirtualworldmulti-user virtual environmentMulti-User Virtual Environmentsvirtual environmentvirtual online worlds video game map
A virtual world is a computer-based simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others.wikipedia
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Avatar (computing)

avataravatarsavatar customization
A virtual world is a computer-based simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. Special websites such as GamerDNA, Koinup and others which serve as social networks for virtual worlds users are facing some crucial issues as the DataPortability of avatars across many virtual worlds and MMORPGs.
An icon or figure representing a particular person in a video game, Internet forum, etc. It may take either a three-dimensional form, as in games or virtual worlds, or a two-dimensional form as an icon in Internet forums and other online communities.

Edward Castronova

Castronova, Edward
Edward Castronova is an economist who has argued that "synthetic worlds" is a better term for these cyberspaces, but this term has not been widely adopted.
He is known in particular for his work on the economies of synthetic worlds.

MUD

multi-user dungeongraphical MUDmudlib
The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes.
A MUD (originally Multi-User Dungeon, with later variants Multi-User Dimension and Multi-User Domain) is a multiplayer real-time virtual world, usually text-based.

Cityspace

Some prototype virtual worlds were WorldsAway, a two-dimensional chat environment where users designed their own avatars; Dreamscape, an interactive community featuring a virtual world by CompuServe; Cityspace, an educational networking and 3D computer graphics project for children; and The Palace, a 2-dimensional community driven virtual world.
CitySpace was an internet-based virtual world launched at SIGGRAPH 1993 by educator and project director Zane Vella.

MUD1

MUDMUDDLRoy Trubshaw
The first MUD, known as MUD1, was released in 1978.
Multi-User Dungeon, or MUD (referred to as MUD1, to distinguish it from its successor, MUD2, and the MUD genre in general) is an early MUD and one of the oldest examples of a virtual world in existence.

Real-time computer graphics

real-timereal-time renderingreal time
Example rules are gravity, topography, locomotion, real-time actions, and communication.
In this process, millions or billions of rays are traced from the camera to the world for detailed rendering—this expensive operation can take hours or days to render a single frame.

Chat room

chat roomschatroomchatrooms
The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes.
The term can thus mean any technology ranging from real-time online chat and online interaction with strangers (e.g., online forums) to fully immersive graphical social environments.

Persistent world

persistentday-night cycleday-and-night system
There is no generally accepted definition of virtual world, but they do require that the world be persistent; in other words, the world must continue to exist even after a user exits the world, and user-made changes to the world should be preserved.
A persistent world or persistent state world (PSW) is a virtual world which, by the definition by Richard Bartle, "continues to exist and develop internally even when there are no people interacting with it".

Whyville

In 1999, Whyville.net the first virtual world specifically for children was launched with a base in game-based learning and one of the earliest virtual currency-based economies.
Whyville's users (Whyvillians) engage in virtual world simulation based games and role play sponsored by a wide range of governmental, non-profit, and corporate entities.

Mixed reality

augmented virtualitymixedmixed realities
Massively multiplayer online games (MMOGs) games in which a large number of players interact within a virtual world. The concept of MMO has spread to other game types such as sports, real-time strategy and others. The persistence criterion is the only criterion that separates virtual worlds from video games, meaning that some MMO versions of RTS and FPS games resemble virtual worlds; Destiny is a video game that is such a pseudo virtual world. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mash-ups, where permitted; these concepts are virtual worlds making use of mixed reality.
Mixed reality (MR), sometimes referred to as hybrid reality, is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time.

Second Life

LSLresidentslibsecondlife
Virtual economies like that of Second Life, however, are almost entirely player-produced with very little link to in-game needs.
Second Life is an online virtual world, developed and owned by the San Francisco-based firm Linden Lab and launched on June 23, 2003.

Virtual economy

virtual currencyin-game currencyvirtual economies
A virtual economy is the emergent property of the interaction between participants in a virtual world.
A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an Internet game.

Active Worlds

Active Worlds
Active Worlds is an online virtual world, developed by ActiveWorlds Inc., a company based in Newburyport, Massachusetts, and launched on June 28, 1995.

Habitat (video game)

HabitatDreamscapeLucasFilm's Habitat
Some prototype virtual worlds were WorldsAway, a two-dimensional chat environment where users designed their own avatars; Dreamscape, an interactive community featuring a virtual world by CompuServe; Cityspace, an educational networking and 3D computer graphics project for children; and The Palace, a 2-dimensional community driven virtual world.
Users in the virtual world were represented by onscreen avatars, meaning that individual users had a third-person perspective of themselves, making it rather like a videogame.

CompuServe

CompuServe Information ServiceCISCompuServ
Some prototype virtual worlds were WorldsAway, a two-dimensional chat environment where users designed their own avatars; Dreamscape, an interactive community featuring a virtual world by CompuServe; Cityspace, an educational networking and 3D computer graphics project for children; and The Palace, a 2-dimensional community driven virtual world.
Between 1994 and 1995 Fujitsu and CompuServe co-developed WorldsAway, an interactive virtual world.

Koinup

Special websites such as GamerDNA, Koinup and others which serve as social networks for virtual worlds users are facing some crucial issues as the DataPortability of avatars across many virtual worlds and MMORPGs.
Koinup is an image and video hosting service, web portal and online community for virtual world users.

Twinity

Twinity
Twinity is a 3D online virtual world.

SmallWorlds

SmallWorlds
SmallWorlds was an online virtual world and social network service created by Outsmart Games, a privately owned company based in Auckland, New Zealand.

There (virtual world)

ThereThere.comThere' (virtual world)
There.com
There is a 3D online virtual world created by Will Harvey and Jeffrey Ventrella.

Massively multiplayer online role-playing game

MMORPGMMORPGsmassively multiplayer online role-playing
Such early worlds began the MUD heritage that eventually led to massively multiplayer online role-playing games, more commonly known as MMORPGs, a genre of role-playing games in which a large number of players interact within a virtual world.
Massively multiplayer online role-playing games (MMORPGs) are a combination of role-playing video games and massively multiplayer online games in which a very large number of players interact with one another within a virtual world.

Massively multiplayer online game

MMOmassively multiplayer onlinemassively multiplayer
Massively multiplayer online games (MMOGs) games in which a large number of players interact within a virtual world. The concept of MMO has spread to other game types such as sports, real-time strategy and others. The persistence criterion is the only criterion that separates virtual worlds from video games, meaning that some MMO versions of RTS and FPS games resemble virtual worlds; Destiny is a video game that is such a pseudo virtual world. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mash-ups, where permitted; these concepts are virtual worlds making use of mixed reality. Massively multiplayer online games depict a wide range of worlds, including those based on science fiction, the real world, super heroes, sports, horror, and historical milieus.
There is a great deal of overlap in terminology with "online communities" and "virtual worlds".

Kaneva

Kaneva
Kaneva was a 3D Virtual World that supported 2D web browsing, social networking and shared media.

Richard Bartle

Dr. Richard A. BartleProfessor Richard Bartle
"an automated, shared, persistent environment with and through which people can interact in real time by means of a virtual self", by Richard Bartle in 2010
Bartle is also a contributing editor to Terra Nova, a collaborative blog that deals with virtual world issues.

World of Warcraft

WoWTom ChiltonBattlegrounds
For example, in World of Warcraft, /dance is the emote for a dance move which a player in the virtual world can "emote" quite simply.
Also similar to other MMORPGs, World of Warcraft requires the player to pay for a subscription by using a credit or debit card, using prepaid Blizzard game cards or using a WoW Token purchased in-game.

Reality

real worldrealreality-based
Massively multiplayer online games depict a wide range of worlds, including those based on science fiction, the real world, super heroes, sports, horror, and historical milieus. Such modeled worlds and their rules may draw from reality or fantasy worlds.
Second life and MMORPGs such as World of Warcraft are examples of artificial environments or virtual worlds (falling some way short of full virtual reality) in cyberspace.