Gaming the Metaverse
Gundolf S. Freyermuth (Hrsg.), Isabelle Hamm (Hrsg.), Vanessa Ossa (Hrsg.), Benjamin Beil (Hrsg.)
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(available from 31. October 2024)
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Sozialwissenschaften, Recht, Wirtschaft / Medienwissenschaft
Description
After the change from »Facebook« to »Meta« everyone talked about the Metaverse, only to dismiss it shortly after as new advances in AI emerged. Regardless of whether or not it is the focus of media attention, the development of the Metaverse has never stopped. The contributors to this volume outline past »imaginations« and recent »achievements.« As academic and industry experts, they trace the term Metaverse through literary, media, and cultural history and provide insights into recent applications and their technical, social, cultural, and economic implications.
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Keywords
Cultural Studies, Metaverse, Computer Games, Digital Media, Virtual Reality, Digital Culture, Media, Cyberspace, Media Theory, Popular Culture, Media Studies, Media Aesthetics