Virtual worlds - past, present, and future: New directions in social computing

  • Authors:
  • Paul R. Messinger;Eleni Stroulia;Kelly Lyons;Michael Bone;Run H. Niu;Kristen Smirnov;Stephen Perelgut

  • Affiliations:
  • University of Alberta, School of Business, Canada;University of Alberta, Department of Computing Science, Canada;University of Toronto, Faculty of Information, Canada;University of Alberta, School of Business, Canada;Webster University, Business Department, United States;University of Alberta, School of Business, Canada;IBM Toronto Labs, Canada

  • Venue:
  • Decision Support Systems
  • Year:
  • 2009

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Abstract

Virtual worlds, where thousands of people can interact simultaneously within the same three-dimensional environment, represent a frontier in social computing with critical implications for business, education, social sciences, and our society at large. In this paper, we first trace the history of virtual worlds back to its antecedents in electronic gaming and on-line social networking. We then provide an overview of extant virtual worlds, including education-focused, theme-based, community-specific, children-focused, and self-determined worlds - and we analyze the relationship among these worlds according to an initial taxonomy for the area. Recognizing the apparent leadership of Second Life among today's self-determined virtual worlds, we present a detailed case study of this environment, including surveys of 138 residents regarding how they perceive and utilize the environment. Lastly, we provide a literature review of existing virtual world research, with a focus on business research, and a condensed summary of research issues in education, social sciences, and humanities.