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Gaming the metaverse

Buch | Softcover
398 Seiten
2025 | 1. Auflage
transcript (Verlag)
978-3-8376-7462-0 (ISBN)

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Gaming the metaverse -
CHF 64,40 inkl. MwSt

On the Metaverse in literary, media, and cultural history, as well as investigations of recent technical, social, cultural, and economic applications.


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.

Benjamin Beil (Prof. Dr. phil.) is Professor for Media Studies & Digital Culture at the Department of Media Culture & Theatre at the University of Cologne.

Gundolf S. Freyermuth (Prof. Dr. phil.) is Professor of Media and Game Studies and founding co-director at the Cologne Game Lab of TH Koeln-University of Technology, Arts and Sciences, as well as Professor of Comparative Media Studies at the ifs international film school of Cologne.

Erscheinungsdatum
Reihe/Serie Bild und Bit. Studien zur digitalen Medienkultur ; 21
Zusatzinfo Illustrationen
Verlagsort Bielefeld
Sprache englisch
Maße 148 x 225 mm
Gewicht 468 g
Themenwelt Geisteswissenschaften
Sozialwissenschaften Kommunikation / Medien Medienwissenschaft
Schlagworte Computer Games • Cultural Studies • Cyberspace • Digital Culture • Digital Media • media • Media Aesthetics • Media Studies • Media Theory • metaverse • popular culture • Virtual Reality
ISBN-10 3-8376-7462-2 / 3837674622
ISBN-13 978-3-8376-7462-0 / 9783837674620
Zustand Neuware
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