Gaming the Metaverse

Gaming the Metaverse

After the change from »Facebook« to »Meta« everyone talked about the Metaverse, only to dismiss it shortly after as new advances in AI emerged. Regardless of whether or not it is the focus of media attention, the development of the Metaverse has never stopped. The contributors to this volume outline past »imaginations« and re......
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Gaming the Metaverse
Gaming the Metaverse
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<p>Neal Stephenson’s 1992 novel <i>Snow Crash</i> 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 <i>Second Life</i>. 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.</p><p>This volume brings together leading scholars and industry professionals to examine past “imaginations” and recent “achievements” in the pursuit of the Metaverse.  Contributors trace its development through literary, media, and cultural history while exploring current applications and their technical, social, cultural, and economic implications.</p>

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ProduktnavnGaming the Metaverse
book typKunst og kultur

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