Gaming the Metaverse

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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 companiesfrom Meta to Epic Gamesrecast 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. This volume brings together leading scholars and industry professionals to examine past imaginations and recent achievements in the pursuit of the Metaverse. Contributors trace its development through literary, media, and cultural history while exploring current applications and their technical, social, cultural, and economic implications.

Autorentext
Prof. Dr. Benjamin Beil lehrt Medienwissenschaft an der Universität zu Köln.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.

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Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09783837674620
    • Editor Benjamin Beil, Gundolf S. Freyermuth, Isabelle Hamm, Vanessa Ossa
    • Sprache Englisch
    • Auflage 1. A.
    • Größe H225mm x B30mm x T150mm
    • Jahr 2025
    • EAN 9783837674620
    • Format Kartonierter Einband
    • ISBN 978-3-8376-7462-0
    • Veröffentlichung 12.03.2025
    • Titel Gaming the Metaverse
    • Untertitel Bild und Bit. Studien zur digitalen Medienkultur 21
    • Gewicht 613g
    • Herausgeber transcript
    • Anzahl Seiten 398
    • Lesemotiv Verstehen
    • Genre Geisteswissenschaften allgemein

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