Synthetic Worlds

Emerging Technologies in Education and Economics

  • Andreas Hebbel-Seeger
  • Torsten Reiners
  • Dennis Schäffer
Part of the Integrated Series in Information Systems book series (ISIS, volume 33)

Table of contents

  1. Front Matter
    Pages i-xx
  2. The Story of Virtual Worlds

  3. Social Dimension in the Use of Virtual Worlds

    1. Front Matter
      Pages 101-101
    2. Tanja Adamus, Axel Nattland, Lars Schlenker
      Pages 103-117
  4. Collaboration

    1. Front Matter
      Pages 137-137
    2. Michael A. Schuler
      Pages 139-164
    3. Dennis Maciuszek, Alke Martens, Ulrike Lucke, Raphael Zender, Thomas Keil
      Pages 165-202
  5. Learning and Education

  6. Use-cases and Scenarios of Integration

    1. Front Matter
      Pages 321-321
    2. Jan Northoff
      Pages 323-351
  7. Development Issues and Implementation Benefits

    1. Front Matter
      Pages 353-353

About this book

Introduction

Synthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars.  The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life.  Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel.

The editors of this book captures the state of research in the field intended to reflect the rapidly growing yet relatively young market in education and business. The general focus is set on the scientific community but integrates the practical applications for businesses, with papers on information systems, business models, and economics.

In six parts, international authors – all experts in their field – discuss the current state-of-the-art of virtual worlds/alternate realities and how the field will develop over the next years. Chapters discuss the influences and impacts in and around virtual worlds. Part four is about education, with a focus on learning environments and experiences, pedagogical models, and the effects on the different roles in the educational sector. The book looks at business models and how companies can participate in virtual worlds while receiving a return on investment, and includes cases and scenarios of integration, from design, implementation to application.

Keywords

Alternate Reality Semantic Web Serious Games Synthetic Worlds Virtual Worlds Web 2.0 World Wide Web

Editors and affiliations

  • Andreas Hebbel-Seeger
    • 1
  • Torsten Reiners
    • 2
  • Dennis Schäffer
    • 3
  1. 1.MHMK, Macromedia University of applied SHamburgGermany
  2. 2.School of Information SystemsCurtin UniversityBentley, PerthAustralia
  3. 3.Department of Educational ScienceUniversity BielefeldBielefeldGermany

Bibliographic information

  • DOI https://doi.org/10.1007/978-1-4614-6286-6
  • Copyright Information Springer Science+Business Media New York 2014
  • Publisher Name Springer, New York, NY
  • eBook Packages Business and Economics
  • Print ISBN 978-1-4614-6285-9
  • Online ISBN 978-1-4614-6286-6
  • Series Print ISSN 1571-0270
  • About this book