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Virtual Worlds From Three Supporting Areas Of Research

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This chapter reviews key literature relevant to virtual worlds from three supporting areas of research. Firstly, we define what a virtual world is by identifying the core attributes. We then proceed and discuss the main approaches used in modern virtual learning, before concluding with an examination of the fundamental aspects of the modern virtual learning experience.
VIRTUAL WORLDS
Virtual worlds have garnered academic attention over the last three decades. During this time, they have matured both in nature and appearance, evolving from simple text based systems such as Multi User Dungeons (MUDS) to fully interactive 3D virtual spaces, such as Second Life (Bartle 2003). The rapid evolution of virtual worlds has promoted an explosion of creativity across a diverse range of applications; however the core attributes have remained the same through time.
A DEFINITION OF VIRTUAL WORLDS
Numerous definitions of virtual worlds have been proffered by key protagonists within the field. One of the most widely accepted definitions offered by Richard Bartle (Bartle 2003), describes a virtual world as being comprised of five core attributes. Whilst others within the field of virtual worlds offer similar definitions, Bartle’s definition remains the most notable. Bartle’s five core attributes are described below:
I. The world has underlying rules that enables players to effect changes within it
II. Players represent individuals or entities in the world
III. Interaction in the world

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