{"product_id":"9781848828247","title":"Human–Computer Interaction Series","description":"\u003ch1\u003eHuman–Computer Interaction Series\u003c\/h1\u003e \u003ch2\u003eBainbridge, William Sims\u003c\/h2\u003e \u003cp\u003eWilliam Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.\u003c\/p\u003e \u003ch3\u003eDetails\u003c\/h3\u003e \u003cp\u003ePublished by: Springer\u003c\/p\u003e \u003cp\u003ePublication Date: 2009-12-18\u003c\/p\u003e \u003cp\u003eFormat: Paperback\u003c\/p\u003e \u003cp\u003eISBN-13: 9781848828247\u003c\/p\u003e \u003cp\u003eDOI: 10.1007\/978-1-84882-825-4\u003c\/p\u003e \u003cp\u003eDimensions: 235cm x155cm\u003c\/p\u003e \u003cp\u003ePages: 318\u003c\/p\u003e ","brand":"Springer London","offers":[{"title":"Default Title","offer_id":45382464962700,"sku":"9781848828247","price":98.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0710\/9545\/1788\/files\/9781848828247.jpg?v=1776450826","url":"https:\/\/lateknightbooks.com\/products\/9781848828247","provider":"Late Knight Books and Services, LLC","version":"1.0","type":"link"}