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What the Literature Says About Using Game Worlds and Social Worlds in Cyberspace for Communicating Technical and Educational Content

机译:文献对在网络空间中使用游戏世界和社交世界交流技术和教育内容的评价

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When Marci first joined Second Life, she called her friend Tim, who often talked about a virtual world he played called EverQuest. Eager to share his EverQuest experience with her, he asked what kind of character she created, noting of his own, "I've got a level 30 barbarian!" Marci responded, "I decided to be female, and her name is Lola. She loves shopping. Where do you buy stuff for your... um... barbarian?" "Buy things for him?" he laughed. "He needs to earn them in battle! So, have you killed any monsters yet?" "Monsters? All the people I've met have been nice and very helpful." "So no battles or monsters to kill in Second Life?" "And no shopping for clothes in EverQuest?" Marci realized that, although they were both talking about virtual worlds, they were talking about two very different worlds. Virtual worlds are persistent online environments in which several users simultaneously interact with one another through a digital character that represents them. This character is called an avatar. These online environments are called "persistent" because the environment does not shut down when individual users logoff, and the identity and history of their avatar remains intact the next time they log on.
机译:当Marci第一次加入Second Life时,她给朋友Tim打电话,后者经常谈论他玩过的虚拟世界,称为EverQuest。渴望与她分享他的EverQuest经历,他问她创造了什么样的角色,并指出自己的角色:“我有30级的野蛮人!”马克·马克(Marci)回答:“我决定当女性,她的名字叫萝拉(Lola)。她热爱购物。您在哪里为...嗯...野蛮人买东西?” “为他买东西?”他笑了。 “他需要在战斗中赚钱!所以,你杀死任何怪物了吗?” “怪物?我遇到的所有人都很友好,乐于助人。” “那么在《第二人生》中没有战斗或怪物要杀死吗?” “在EverQuest中不买衣服吗?” Marci意识到,尽管他们都在谈论虚拟世界,但他们在谈论两个截然不同的世界。虚拟世界是持续存在的在线环境,在该环境中,多个用户通过代表他们的数字字符同时彼此交互。该角色称为化身。这些在线环境称为“永久”,因为当单个用户注销时该环境不会关闭,并且其虚拟化身的身份和历史记录在下次登录时仍保持不变。

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