Virtual worlds provide a distinctive and well researched context for immersive experience. 
 
 
Wikipedia describes a virtual world as a computer-based simulated environment intended for its users to inhabit and interact via avatars. This habitation usually is represented in the form of two or three-dimensional graphical representations of humanoids (or other graphical or text-based avatars). Most, but not all, virtual worlds allow for multiple users.

 

A virtual computer-simulated world typically appears similar to the real world, with real world rules such as gravity, topography, locomotion, real-time actions, and communication. Communication has, until recently, been in the form of text, but now real-time voice communication using VOIP is available. This type of virtual world is now most common in massively multiplayer online games (Active Worlds, ViOS, There, Second Life--although not games, per se, but more like virtual environments that can include gaming--Entropia Universe, The Sims Online, Red Light Center, Kaneva), particularly massively multiplayer online role-playing games such as EverQuest, Ultima Online, Lineage, World of Warcraft, RuneScape, AdventureQuest, or Guild Wars.

 
Immersion in gaming provides some useful conceptual aids with which to view immersion in real world contexts.
 
 
Illustrative video materials of immersive virtual environments
 
 

University of Surrey Second Life

 

 

 

My Second Life

Sheila Webber

 
World of Warcraft and the Power of Massively Multi User Virtual Environments (power point)

Leonie Rasmondt                                                          

Olive

Playing Doctor: A simulated operating room at Stanford University Medical Center lets medical workers practice on make-believe patients.

 

 

 

 

 


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