Project massive: a study of online gaming communities
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Practical Middleware for Massively Multiplayer Online Games
IEEE Internet Computing
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Applying Cellular Automata and DEVS Methodologies to Digital Games: A Survey
Simulation and Gaming
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Content sharing over networked devices, beyond simple file sharing is becoming a reality. Many devices are forming closer relationships with different virtual worlds, such as World of Warcarft and Second Life. In one sense the gap between the two is becoming increasingly more blurred. Consequently, this opens up many new avenues for content sharing, not only between devices but also between sophisticated virtual worlds. Given such interoperable platforms a natural progression sees content that seamlessly resides within either. This will open up new opportunities where third-party content providers and users alike are able to create and share content over these new platforms. We aim to provide a basis on which this vision can be realised where mechanisms have been developed that facilitates the sharing of virtual world objects across different virtual environment. The work has been tested using a working prototype that allows digital content, to be shared and physical devices, such as mobile phones, to be connected and their content to be shared.