Demographics of Virtual Worlds
Jeremiah Spence, University of Texas at Austin
Journal of Virtual Worlds Research Volume 1, Number 2, ISSN 1941-8477 Publisher: Journal of Virtual Worlds Research
Virtual worlds, as both a concept and an industry, has changed radically over the past 10 years, from a toy for the technological elite, to an over-hyped marketing phenomenon, to a needed reexamination of the uses and utility of virtual world technologies and experiences, as provided in this paper. Within academia there are a number of issues that require further examination. The academic community appears to be divided into four camps: 1. those who embrace virtual worlds; 2. those who ignore the shifting use of technology; 3. those who are aware but have not yet explored the technology; and 4. those who are entirely unaware that virtual worlds exist. There is an overwhelming focus of research, publications and funding on a single virtual world: Second Life, which does not serve more than a fraction of the entire population utilizing virtual worlds or similar technologies. An overview of the size, shape and forms of virtual worlds may have a positive impact on both of these issues. This paper presents an in-depth survey and analysis of virtual worlds and related technologies.
Spence, J. (2008). Demographics of Virtual Worlds. Journal of Virtual Worlds Research, 1(2),. Journal of Virtual Worlds Research. Retrieved October 22, 2018 from https://www.learntechlib.org/p/177689/.
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