Gaming the Metaverse

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 Me...

Descrición completa

Gardado en:
Detalles Bibliográficos
Formato: Online
Idioma:inglés
Publicado: transcript Verlag 2025
Subjects:
Acceso en liña:ONIX_20250128_9783839474624_13
Tags: Engadir etiqueta
Sen Etiquetas, Sexa o primeiro en etiquetar este rexistro!
_version_ 1869530169528549376
collection Directory of Open Access Books
description 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. The contributors bring together leading scholars and industry professionals to examine past “imaginations” and recent “achievements” in the pursuit of the Metaverse. They trace its development through literary, media, and cultural history while exploring current applications and their technical, social, cultural, and economic implications.
format Online
id doab-20.500.12854ir-151294
institution Directory of Open Access Books
language eng
publishDate 2025
publishDateRange 2025
publishDateSort 2025
publisher transcript Verlag
publisherStr transcript Verlag
record_format ojs
spelling doab-20.500.12854ir-1512942025-07-21T15:44:28Z Gaming the Metaverse Beil, Benjamin Freyermuth, Gundolf S. Hamm, Isabelle Ossa, Vanessa Media Studies Metaverse Digital Culture Cultural Studies Cyberspace Digital Media Virtual Reality Media Popular Culture Computer Games Media Aesthetics Media Theory thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies 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. The contributors bring together leading scholars and industry professionals to examine past “imaginations” and recent “achievements” in the pursuit of the Metaverse. They trace its development through literary, media, and cultural history while exploring current applications and their technical, social, cultural, and economic implications. 2025-02-16T07:09:51Z 2025-02-16T07:09:51Z 2025-01-28T08:30:11Z 2025 book ONIX_20250128_9783839474624_13 https://library.oapen.org/handle/20.500.12657/98014 9783839474624 9783837674620 https://directory.doabooks.org/handle/20.500.12854/151294 eng Bild und Bit. Studien zur digitalen Medienkultur open access image/jpeg Attribution-ShareAlike 4.0 International https://library.oapen.org/bitstream/20.500.12657/98014/1/9783839474624.pdf transcript Verlag transcript Verlag 10.14361/9783839474624 10.14361/9783839474624 7e97f9b9-be2b-4d9c-a928-3c8ebdfa443c 9783839474624 9783837674620 transcript Verlag 398 open access
spellingShingle Media Studies
Metaverse
Digital Culture
Cultural Studies
Cyberspace
Digital Media
Virtual Reality
Media
Popular Culture
Computer Games
Media Aesthetics
Media Theory
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
Gaming the Metaverse
title Gaming the Metaverse
title_full Gaming the Metaverse
title_fullStr Gaming the Metaverse
title_full_unstemmed Gaming the Metaverse
title_short Gaming the Metaverse
title_sort gaming the metaverse
topic Media Studies
Metaverse
Digital Culture
Cultural Studies
Cyberspace
Digital Media
Virtual Reality
Media
Popular Culture
Computer Games
Media Aesthetics
Media Theory
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
topic_facet Media Studies
Metaverse
Digital Culture
Cultural Studies
Cyberspace
Digital Media
Virtual Reality
Media
Popular Culture
Computer Games
Media Aesthetics
Media Theory
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
url ONIX_20250128_9783839474624_13