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Gaming the Metaverse

Cover von Gaming the Metaverse

Bild und Bit. Studien zur digitalen Medienkultur 21

Benjamin Beil/Gundolf S Freyermuth/Isabelle Hamm et al

Transcript Verlag

46.00

(inklusive MwSt.)

Verfügbarkeit: Besorgungstitel, Festbezug

Zusatztext

Neal Stephensons 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 companiesfrom Meta to Epic Gamesrecast 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. 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.

Weitere Details

Erschienen: 26.02.2025

Umfang: 398 S., 70 farbige Illustr., 70 Illustr.

Sprache: ENG

Einband: PB

Format: 2.7 x 22.5 x 14.8 cm

ISBN/EAN: 9783837674620

Umbreit-Nr.: 3634291

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