Why Virtual Worlds?

Why Virtual Worlds?

ISBN13: 9781615207954|ISBN10: 1615207953|EISBN13: 9781615207961
DOI: 10.4018/978-1-61520-795-4.ch001
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MLA

Angela Adrian. "Why Virtual Worlds?." Law and Order in Virtual Worlds: Exploring Avatars, Their Ownership and Rights, IGI Global, 2010, pp.1-10. https://doi.org/10.4018/978-1-61520-795-4.ch001

APA

A. Adrian (2010). Why Virtual Worlds?. IGI Global. https://doi.org/10.4018/978-1-61520-795-4.ch001

Chicago

Angela Adrian. "Why Virtual Worlds?." In Law and Order in Virtual Worlds: Exploring Avatars, Their Ownership and Rights. Hershey, PA: IGI Global, 2010. https://doi.org/10.4018/978-1-61520-795-4.ch001

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Abstract

This book will examine the legal realities which are emerging from Massively Multiplayer Online Role-Playing Games (MMORPGs). MMORPGs are any computer network-mediated games in which at least 1,000 players are role-playing simultaneously in a graphical environment. They are also known as virtual worlds. The term virtual reality was coined by Jaron Lanier in 1989. Lanier is one of the pioneers of the field, founding the company VPL Research (from Virtual Programming Languages) which built some of the first systems in the 1980s. The related term artificial reality has been in use since the 1970s and cyberspace dates to 1984.

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