Fr. 59.90

Gaming the Metaverse

Inglese · Tascabile

Spedizione di solito entro 4 a 7 giorni lavorativi

Descrizione

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Neal 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.
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.

Info autore

Benjamin Beil ist Professur für Medienwissenschaft mit Schwerpunkt Digitalkulturen am Institut für Medienkultur und Theater der Universität zu KölnGundolf S. Freyermuth (Prof. Dr.) ist Professor für »Media and Game Studies« und Co-Director des Cologne Game Lab an der TH Köln. Außerdem ist er außerordentlicher Professor für Vergleichende Medienwissenschaften an der ifs Internationale Filmschule Köln.Isabelle Hamm ist wissenschaftliche Mitarbeiterin an der Universität Osnabrück und lehrt dort Museologie und digitale Kunstvermittlung.

Riassunto

Neal 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.
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.

Dettagli sul prodotto

Con la collaborazione di Benjamin Beil (Editore), Gundolf S. Freyermuth (Editore), Is Hamm (Editore), Isabelle Hamm (Editore), Isabelle Hamm et al (Editore), Vanessa Ossa (Editore), Gundolf S Freyermuth (Editore)
Editore Transcript
 
Lingue Inglese
Formato Tascabile
Pubblicazione 01.02.2025
 
EAN 9783837674620
ISBN 978-3-8376-7462-0
Pagine 398
Dimensioni 150 mm x 30 mm x 225 mm
Peso 613 g
Illustrazioni 70 Farbabb.
Serie Bild und Bit. Studien zur digitalen Medienkultur
Bild und Bit. Studien zur digitalen Medienkultu 21
Categorie Scienze sociali, diritto, economia > Media, comunicazione > Mediologia
Scienze umane, arte, musica > Scienze umane, tematiche generali

Virtual Reality, Media, Media Studies, Media Theory, Popular Culture, Digital Media, Cultural Studies, Media Aesthetics, Cyberspace, Social interaction, Computer Games, auseinandersetzen, Digital Culture, Metaverse, Culture and institutions

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