A virtual world or massively multiplayer online world (MMOW)
is a computer-based simulated environment[1] populated by many users who can
create a personal avatar, and simultaneously and independently explore the
virtual world, participate in its activities and communicate with others.[2]
These avatars can be textual, two or three-dimensional graphical
representations, or live video avatars with auditory and touch
sensations.[3][4] In general, virtual worlds allow for multiple users.[5]
The user accesses a computer-simulated world which presents
perceptual stimuli to the user, who in turn can manipulate elements of the
modeled world and thus experience a degree of presence.[6] Such modeled worlds
and their rules may draw from the reality or fantasy worlds. Example rules are
gravity, topography, locomotion, real-time actions, and communication.
Communication between users can range from text, graphical icons, visual
gesture, sound, and rarely, forms using touch, voice command, and balance
senses.
Massively multiplayer online games depict a wide range of
worlds, including those based on science fiction, the real world, super heroes,
sports, horror, and historical milieus. The most common form of such games are
fantasy worlds, whereas those based on the real world are relatively
rare.[original research?][7] Most MMORPGs have real-time actions and
communication. Players create a character who travels between buildings, towns,
and worlds to carry out business or leisure activities. Communication is
usually textual, but real-time voice communication is also possible. The form
of communication used can substantially affect the experience of players in the
game.[8]
Virtual worlds are not limited to games but, depending on
the degree of immediacy presented, can encompass computer conferencing and
text-based chatrooms. Sometimes, emoticons or 'smilies' are available to show
feeling or facial expression. Emoticons often have a keyboard shortcut.[9]
Edward Castronova is an economist who has argued that "synthetic
worlds" is a better term for these cyberspaces, but this term has not been
widely adopted
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