Synthetic Worlds, Virtual Worlds, and Alternate Realities are all terms
used to describe the phenomenon of computer-based, simulated
environments in which users inhabit and interact via avatars. The
best-known commercial applications are in the form of electronic gaming,
and particularly in massively-multiplayer online role-playing games like
World of Warcraft or Second Life. Less known, but possibly more
important, is the rapid adoption of platforms in education and business,
where Serious Games are being used for training purposes, and even
Second Life is being used in many situations that formerly required
travel.
The editors of this book captures the state of research in the field
intended to reflect the rapidly growing yet relatively young market in
education and business. The general focus is set on the scientific
community but integrates the practical applications for businesses, with
papers on information systems, business models, and economics.
In six parts, international authors - all experts in their field -
discuss the current state-of-the-art of virtual worlds/alternate
realities and how the field will develop over the next years. Chapters
discuss the influences and impacts in and around virtual worlds. Part
four is about education, with a focus on learning environments and
experiences, pedagogical models, and the effects on the different roles
in the educational sector. The book looks at business models and how
companies can participate in virtual worlds while receiving a return on
investment, and includes cases and scenarios of integration, from
design, implementation to application.