This chapter covers the fastest growing areas of virtual worlds and gaming, focusing on the development of the topic, its underlying technologies, and broad applications The history of virtual worlds begins with the earliest introductions to complex modern virtual reality augmented reality systems This chapter distinguishes between several types of virtual environment, namely, immersive Virtual Reality (VR), augmented reality (AR), and open-world games; clarifies the principal technologies making such experience possible, like game engines, 3D modelling, and artificial intelligence; and psychological analysis considers the emotional and social aspects of virtual worlds and studies how virtual settings influence player perception, cognition, and behaviour. The creative processes that contribute to the creation of virtual spaces will be explained in detail, while their applications in social contexts, education, training and rehabilitation will be discussed. The book will also explore important issues in ethics, technology, health and access. The final chapter will predict and describe the future of games and virtual worlds in light of changing technological developments and the rise of the Metaverse and its potential impact on society and culture.

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Gaming and Virtual Environments: Changing Technological Developments

  • R. Dhaya,
  • R. Adline Freeda,
  • R. Kanthavel

摘要

This chapter covers the fastest growing areas of virtual worlds and gaming, focusing on the development of the topic, its underlying technologies, and broad applications The history of virtual worlds begins with the earliest introductions to complex modern virtual reality augmented reality systems This chapter distinguishes between several types of virtual environment, namely, immersive Virtual Reality (VR), augmented reality (AR), and open-world games; clarifies the principal technologies making such experience possible, like game engines, 3D modelling, and artificial intelligence; and psychological analysis considers the emotional and social aspects of virtual worlds and studies how virtual settings influence player perception, cognition, and behaviour. The creative processes that contribute to the creation of virtual spaces will be explained in detail, while their applications in social contexts, education, training and rehabilitation will be discussed. The book will also explore important issues in ethics, technology, health and access. The final chapter will predict and describe the future of games and virtual worlds in light of changing technological developments and the rise of the Metaverse and its potential impact on society and culture.