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What is MUVE

Disciplinary Literacy Connections to Popular Culture in K-12 Settings
Multi-user virtual environment.
Published in Chapter:
Embracing Video Games for Strategic Thinking, Collaboration, and Communication Skills Practice
Katherine Joan Evelyn Hewett (Richard King High School, USA)
DOI: 10.4018/978-1-7998-4721-2.ch009
Abstract
According to the Entertainment Software Association (ESA) report, 70% of families have a child who is actively playing video games at home. This pop culture phenomenon has challenged the way teachers think about learning and engagement. This chapter explores how the nature, culture, design, mechanics, and logistics of video games shape the way classroom gamers think. It examines how video games provide a space for strategic practice, the 21st-century skills acquired, and the tools gamers use as experts. Presenting background and context to help better understand why and how video game environments develop strategic thinking, the purpose of this chapter is to encourage educators to embrace video games to harness pop culture experiences as a means to motivate students to develop 21st-century literacy practices and skills. Through the reflections and framework of a teacher's experience who is an active researcher, it also discusses how a popular mainstream video game in the classroom changed her teaching and opened her eyes to a new type of learner.
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More Results
Attaining Knowledge of Idiomatics in the Age of Corona and Beyond
Considered a further development of the MOO and MUD concepts, MUVE is an abbreviation for Multi User Virtual Environment , also known as a Virtual World. Today, MUVEs are closely associated with Web 2.0 applications. Second Life is a prime example of a MUVE that allows hundreds of simultaneous users to interact with other residents through self-created 3D avatars in a virtual reality playground bursting with people, entertainment, experiences, and opportunity. In this virtual world, users become fully immersed through a user-created, community-driven experience. There, through 3D avatars, they can change their virtual identities at will, create machinims videos, customize and share their digital creations instantly with friends while retaining intellectual property rights, socialize and, using the inworld unit of trade, the Linden Dollar , which can be converted to real US dollars at several thriving online Linden dollar exchanges, engage in commerce by buying, selling, renting or trading virtual property, goods, and services with other residents, connect and chat with other residents from around the world, and also travel with friends to thousands of beautiful, exciting places, the combined gamification activity of which can significantly foster higher psychological processes and transcultural communication while promoting social and emotional learning. Players can equally adopt amazing avatar characters in many of the fantasy worlds depicted with painstaking detail in an MMORPG (i.e., Massively Multiplayer Online Role Playing Game, often shortened to the abbreviation MMOG, or Massively Multiplayer Online Game) game or in any one of the many available adventure games (e.g., Myst, SimCity) , simulation games (e.g., Minecraft, School Tycoon, Real Lives ), real-time strategy (RTS) games (e.g., Starcraft, League of Legends, Age of Empires ), turn-based strategy (TBS) games (e.g., Total War, World of Warcraft, Civilization, Heroes of Might and Magic ), or open-world or free-roaming games (e.g., Viva Piñata, Zoo Tycoon, Rollercoaster Tycoon, Assassin’s Creed ).
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Multi-User Virtual Environments for Physical Education and Sport Training
A computer-, server-, or internet-based virtual environment that can be access by multiple users simultaneously.
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Pioneering in the Virtual World Frontier
A multiuser virtual environment includes a variety of online shared spaces for large groups of people. Examples include a virtual world, a massive multiplayer online game (MMOG), a massive multiplayer online roleplaying game (MMORPG) like the World of Warcraft , or smaller multiplayer games like Minecraft , or other shared spaces, like multiuser dungeons (MUDs), chat rooms, and online social spaces.
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Multi-User Virtual Environments for Teaching and Learning
Multi-user virtual environments that enable multiple simultaneous participants to (a) access virtual contexts, (b) interact with digital artifacts, (c) represent themselves through “avatars,” (d) communicate with other participants, and (e) take part in experiences incorporating modeling and mentoring about problems similar to those in real world contexts.
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E-Learning Spaces
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Virtual Worlds and Online Videogames for Children and Young People: Promises and Challenges
Abbreviation of ‘multi-user virtual virtual environment’ referring to a persistent internet-based virtual world characterised by community and world-building activity (see virtual world).
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Using Simulation with Wikis and Journals to Teach Advanced Clinical Practice
A multi-user virtual environment (MUVE) is an immersive 3D virtual learning environment in which an avatar, or graphic representation of the user interacts with other avatars or objects in an immersive visually-rich, simulated world in real time.
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Full Text Chapter Download: US $37.50 Add to Cart
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