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Virtual context based services:definition, description and utilization of context in virtual worlds
| Content Provider | ACM Digital Library |
|---|---|
| Author | Bergsträsser, Sonja |
| Abstract | The importance of virtual worlds is steadily growing both in general as well as from an economical perspective and they register increasing member counts. The virtual worlds observed in research most often nowadays are the very popular gaming worlds of Multiplayer Online Games (MOGs). They are among the most popular collaborative applications and are often referred to as cutting edge in cooperative online worlds. In virtual worlds of Multiplayer Online Games, millions of gamers from all over the world meet and establish social networks. Multiplayer Online Games are the core of a complex, networked, technical and social structure with interaction being a fundamental aspect. This includes cooperation, community, exchange and learning with specifically informal learning being of great importance. Mixed collaborative spaces, as they are provided by Multiplayer Online Games, are also suited to provide a common platform for other areas like interdisciplinary research. |
| Starting Page | 6 |
| Ending Page | 7 |
| Page Count | 2 |
| File Format | |
| ISSN | 19474598 |
| DOI | 10.1145/1874420.1874423 |
| Journal | ACM SIGMultimedia Records (ACMMR) |
| Volume Number | 2 |
| Issue Number | 2 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2014-07-01 |
| Publisher Place | New York |
| Access Restriction | One Nation One Subscription (ONOS) |
| Content Type | Text |
| Resource Type | Article |