[PDF.41yd] Online Worlds: Convergence of the Real and the Virtual (Human–Computer Interaction Series)
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Online Worlds: Convergence of the Real and the Virtual (Human–Computer Interaction Series)
From Brand: Springer London
[PDF.lh14] Online Worlds: Convergence of the Real and the Virtual (Human–Computer Interaction Series)
Online Worlds: Convergence of From Brand: Springer London epub Online Worlds: Convergence of From Brand: Springer London pdf download Online Worlds: Convergence of From Brand: Springer London pdf file Online Worlds: Convergence of From Brand: Springer London audiobook Online Worlds: Convergence of From Brand: Springer London book review Online Worlds: Convergence of From Brand: Springer London summary
| #5063827 in Books | Springer London | 2009-12-18 | 2009-12-18 | Original language:English | PDF # 1 | 9.00 x.77 x6.00l,1.00 | File type: PDF | 318 pages | ||From the Back Cover||Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most popular current example is World of Warcraft, a massively multiplaye
Virtual worlds are on the rise, and they involve more than just playing games. This book examines the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that make them so popular.
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