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020 _a9780857299048
_9978-0-85729-904-8
040 _cMX-MeUAM
050 4 _aQA76.9.C66
082 0 4 _a004
_223
100 1 _aBainbridge, William Sims.
_eauthor.
245 1 4 _aThe Virtual Future
_h[recurso electrónico] /
_cby William Sims Bainbridge.
264 1 _aLondon :
_bSpringer London,
_c2011.
300 _aX, 202 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSpringer Series in Immersive Environments,
_x2192-631X
505 0 _aThe City and the Stars -- The Matrix Online -- Tabula Rasa -- Anarchy Online -- Entropia Universe -- Star Trek Online -- EVE Online -- Star Wars Galaxies -- World of Warcraft: Burning Crusade -- The Chronicles of Riddick -- The Skylark and the Shuttle -- Index.
520 _aThe newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online gameworlds remain mysterious.  The Virtual Future employs theories and methods from social science to explore nine very different virtual futures:  The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick.  Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars.  Four decades after the last trip to the moon, a new conception of spaceflight is emerging.  Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home.  All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences.  Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented.  They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations.  By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future.
650 0 _aComputer science.
650 0 _aSocial sciences
_xData processing.
650 0 _aEducation.
650 1 4 _aComputer Science.
650 2 4 _aComputers and Society.
650 2 4 _aComputer Appl. in Social and Behavioral Sciences.
650 2 4 _aComputer Applications.
650 2 4 _aMedia Design.
650 2 4 _aComputers and Education.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9780857299031
830 0 _aSpringer Series in Immersive Environments,
_x2192-631X
856 4 0 _zLibro electrónico
_uhttp://148.231.10.114:2048/login?url=http://link.springer.com/book/10.1007/978-0-85729-904-8
596 _a19
942 _cLIBRO_ELEC
999 _c198531
_d198531