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Gaming the Metaverse

  • Neal Stephenson’s 1992 novel Snow Crash conceived of the Metaverse as an escapist medium within a dystopian future. By the early 2000s, his vision had evolved into a blueprint for pioneering virtual worlds, notably Second Life. In the 2010s, technology companies—from Meta to Epic Games—recast the Metaverse as the next frontier of digital experience and revenue generation. Now, in the 2020s, the still speculative concept encompasses a convergence of extended reality technologies alongside blockchain systems and artificial intelligence. The contributors bring together leading scholars and industry professionals to examine past “imaginations” and recent “achievements” in the pursuit of the Metaverse. They trace its development through literary, media, and cultural history while exploring current applications and their technical, social, cultural, and economic implications.

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Metadaten
URN:urn:nbn:de:hbz:832-epub4-29440
ISBN:978-3-8394-7462-4
Descirption of the primary publication:2025
Publisher:transcript
Place of publication:Bielefeld
Editor:Benjamin Beil, Gundolf S Freyermuth, Isabelle Hamm, Vanessa Ossa
Document Type:Book
Language:English
Date of Publication (online):2025/02/27
Page Number:398
Institutes:Kulturwissenschaften (F02) / Fakultät 02 / Cologne Game Lab
Dewey Decimal Classification:700 Künste und Unterhaltung
Open Access:Open Access
OA-Publicationfonds TH Köln:OA-Publicationfonds TH Köln
Licence (German):License LogoCreative Commons - CC BY-SA - Namensnennung - Weitergabe unter gleichen Bedingungen 4.0 International