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Users exploring the world with their avatars in Second Life

A virtual world (also called a virtual space or spaces) is a computer-simulated environment[1] which may be populated by many simultaneous users who can create a personal avatar[2] and independently explore the virtual world, participate in its activities, and communicate with others.[3][4] These avatars can be textual,[5] graphical representations, or live video avatars with auditory and touch sensations.[6][7] Virtual worlds are closely related to mirror worlds.[8]

In a virtual world, the user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of presence.[9] Such modeled worlds and their rules may draw from reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.

Massively multiplayer online games depict a wide range of worlds, including those based on the real world, science fiction, super heroes, sports, horror, and historical milieus.[10] Most MMORPGs have real-time actions and communication. Players create a character who travels between buildings, towns, and worlds to carry out business or leisure activities. Communication is usually textual, but real-time voice communication is also possible. The form of communication used can substantially affect the experience of players in the game.[11] Media studies professor Edward Castronova used the term "synthetic worlds" to discuss individual virtual worlds, but this term has not been widely adopted.[12]

Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text-based chatrooms.[13]

History

[edit]

The concept of virtual worlds significantly predates computers. The Roman naturalist, Pliny the Elder, expressed an interest in perceptual illusion.[14][15] In the twentieth century, the cinematographer Morton Heilig explored the creation of the Sensorama, a theatre experience designed to stimulate the senses of the audience—vision, sound, balance, smell, even touch (via wind)—and so draw them more effectively into the productions.[16]

Among the earliest virtual worlds implemented by computers were virtual reality simulators, such as the work of Ivan Sutherland. Such devices are characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, in particular the multi-user online environments, emerged mostly independently of this research, fueled instead by the gaming industry but drawing on similar inspiration.[17] While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an immersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive experience.

Maze War was the first networked, 3D multi-user first person shooter game. Maze introduced the concept of online players in 1973–1974 as "eyeball 'avatars' chasing each other around in a maze."[18] It was played on ARPANET, or Advanced Research Projects Agency Network, a precursor to the Internet funded by the United States Department of Defense for use in university and research laboratories. The initial game could only be played on an Imlac, as it was specifically designed for this type of computer.

The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. The first MUD, known as MUD1, was released in 1978. The acronym originally stood for Multi-User Dungeon, but later also came to mean Multi-User Dimension and Multi-User Domain. A MUD is a virtual world with many players interacting in real time.[19] The early versions were text-based, offering only limited graphical representation and often using a command-line interface. Users interact in role-playing or competitive games by typing commands and can read or view descriptions of the world and other players. Such early worlds began the MUD heritage that eventually led to massively multiplayer online role-playing games, more commonly known as MMORPGs, a genre of role-playing games in which a large number of players interact within a virtual world.

Some prototype virtual worlds were WorldsAway, a two-dimensional chat environment where users designed their own avatars; Dreamscape, an interactive community featuring a virtual world by CompuServe; Cityspace, an educational networking and 3D computer graphics project for children; and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).[20]

In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.[21]

In 1999, Whyville.net the first virtual world specifically for children[22] was launched with a base in game-based learning and one of the earliest virtual currency-based economies.[23] Shortly after, in 2000, Habbo launched and grew to become one of the most popular and longest running virtual worlds with millions of users around the world.[24]

Virtual world concepts

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Definitions for a "virtual world" include:

  • "A virtual world is something with the following characteristics: It operates using an underlying automated rule set—its physics; Each player represents an individual "in" the virtual world-that player's character; Interaction with the world takes place in real time—if you do something, it happens pretty much when you do it; The world is shared-other people can play in the same world at the same time as you; The world is persistent-it's still there when you're not; It's not the real world", by Richard Bartle in 2015[25]
  • "A simulated environment where many agents can virtually interact with each other, act and react to things, phenomena and the environment; agents can be zero or many human(s), each represented by many entities called a virtual self (an avatar), or many software agents; all action/reaction/interaction must happen in a real-time shared spatiotemporal nonpausable virtual environment; the environment may consist of many data spaces, but the collection of data spaces should constitute a shared data space, one persistent shard", by Nevelsteen in 2018[26]

There is no generally accepted definition of virtual world, but they do require that the world be persistent; in other words, the world must continue to exist even after a user exits the world, and user-made changes to the world should be preserved.[27] While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game time.

As virtual world is a general term, the virtual environment supports varying degrees of play and gaming. Some uses of the term include

  • Massively multiplayer online games (MMOGs) games in which a large number of players interact within a virtual world. The concept of MMO has spread to other game types such as sports, real-time strategy and others. The persistence criterion is the only criterion that separates virtual worlds from video games,[28] meaning that some MMO versions of RTS and FPS games resemble virtual worlds; Destiny is a video game that is such a pseudo virtual world. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mash-ups, where permitted; these concepts are virtual worlds making use of mixed reality.
  • Collaborative virtual environments (CVEs) designed for collaborative work in a virtual environment.
  • Massively multiplayer online real-life games (MMORLGs), also called virtual social worlds,[29] where the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles.

Economy

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A virtual economy is the emergent property of the interaction between participants in a virtual world. While the designers have a great deal of control over the economy by the encoded mechanics of trade, it is nonetheless the actions of players that define the economic conditions of a virtual world. The economy arises as a result of the choices that players make under the scarcity of real and virtual resources such as time or currency.[4][17][clarification needed][30] Participants have a limited time in the virtual world, as in the real world, which they must divide between task such as collecting resources, practicing trade skills, or engaging in less productive fun play. The choices they make in their interaction with the virtual world, along with the mechanics of trade and wealth acquisition, dictate the relative values of items in the economy. The economy in virtual worlds is typically driven by in-game needs such as equipment, food, or trade goods. Virtual economies like that of Second Life, however, are almost entirely player-produced with very little link to in-game needs. While the relevance of virtual world economics to physical world economics has been questioned, it has been shown the users of virtual worlds respond to economic stimuli (such as the law of supply and demand) in the same way that people do in the physical world.[31] In fact, there are often very direct corollaries between physical world economic decisions and virtual world economic decisions, such as the decision by prisoners of war in World War II to adopt cigarettes as currency and the adoption of Stones of Jordan as currency in Diablo II.[30]

The value of objects in a virtual economy is usually linked to their usefulness and the difficulty of obtaining them. The investment of real world resources (time, membership fees, etc.) in acquisition of wealth in a virtual economy may contribute to the real world value of virtual objects.[17][clarification needed] This real world value is made obvious by the (mostly illegal) trade of virtual items on online market sites like eBay, PlayerUp, IGE for real world money.[32][33][34] Recent legal disputes also acknowledge the value of virtual property, even overriding the mandatory EULA which many software companies use to establish that virtual property has no value and/or that users of the virtual world have no legal claim to property therein.[35][36]

Some industry analysts[who?] have moreover observed that there is a secondary industry growing behind the virtual worlds, made up by social networks, websites and other projects completely devoted to virtual worlds communities and gamers. Special websites such as GamerDNA, Koinup and others which serve as social networks for virtual worlds users are facing some crucial issues as the DataPortability of avatars across many virtual worlds and MMORPGs.[37]

Virtual worlds offer advertisers the potential for virtual advertisements, such as the in-game advertising already found in a number of video games.

Geography

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The geography of virtual worlds can vary widely because the role of geography and space is an important design component over which the developers of virtual worlds have control and may choose to alter.[30] Virtual worlds are, at least superficially, digital instantiations of three-dimensional space. As a result, considerations of geography in virtual worlds (such as World of Warcraft) often revolve around "spatial narratives" in which players act out a nomadic hero's journey along the lines of that present in The Odyssey.[38] The creation of fantastic places is also a reoccurring theme in the geographic study of virtual worlds, although, perhaps counterintuitively, the heaviest users of virtual worlds often downgrade the sensory stimuli of the world's fantastic places in order to make themselves more efficient at core tasks in the world, such as killing monsters.[39] However, the geographic component of some worlds may only be a geographic veneer atop an otherwise nonspatial core structure.[30] For instance, while imposing geographic constraints upon users when they quest for items, these constraints may be removed when they sell items in a geographically unconstrained auction house. In this way, virtual worlds may provide a glimpse into what the future economic geography of the physical world may be like as more and more goods become digital.[30]

Research

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Virtual spaces can serve a variety of research and educational goals[5] and may be useful for examining human behaviour.[5] Offline- and virtual-world personalities differ from each other but are nevertheless significantly related which has a number of implications for self-verification, self-enhancement and other personality theories.[40][41] Panic and agoraphobia have also been studied in a virtual world.[42]

Given the large engagement, especially of young children in virtual worlds, there has been a steady growth in research studies involving the social, educational and even emotional impact of virtual worlds on children. The John D. and Catherine T. MacArthur Foundation for example have funded research into virtual worlds including, for example, how preteens explore and share information about reproductive health.[43] A larger set of studies on children's social and political use of the virtual world Whyville.net has also been published in the book "Connected Play: Tweens in a Virtual World" Authored by Yasmin B. Kafai, Deborah A. Fields, and Mizuko Ito.[44] Several other research publications now specifically address the use of virtual worlds for education.[22]

Female avatar smiling in Second Life

Other research focused more on adults explores the reasons for indulging and the emotions of virtual world users. Many users seek an escape or a comfort zone in entering these virtual worlds, as well as a sense of acceptance and freedom. Virtual worlds allow users to freely explore many facets of their personalities in ways that are not easily available to them in real life.[45] However, users may not be able to apply this new information outside of the virtual world. Thus, virtual worlds allow for users to flourish within the world and possibly become addicted to their new virtual life which may create a challenge as far as dealing with others and in emotionally surviving within their real lives. One reason for this freedom of exploration can be attributed to the anonymity that virtual worlds provide. It gives the individual the ability to be free from social norms, family pressures or expectations they may face in their personal real world lives.[45] The avatar persona experiences an experience similar to an escape from reality like drug or alcohol usage for numbing pain or hiding behind it. The avatar no longer represents a simple tool or mechanism manipulated in cyberspace. Instead, it has become the individual's bridge between the physical and virtual world, a conduit through which to express oneself among other social actors.[46] The avatar becomes the person's alter ego; the vehicle to which one utilizes to exist among others who are all seeking the same satisfaction.

While greatly facilitating ease of interaction across time and geographic boundaries, the virtual world presents an unreal environment with instant connection and gratification. Online encounters are employed as seemingly fulfilling alternatives to "live person" relationships (Toronto, 2009).[47] When one is ashamed, insecure, lost or just looking for something different and stimulating to engage in, virtual worlds are the perfect environment for its users. A person has unlimited access to an infinite array of opportunities to fulfill every fantasy, grant every wish, or satisfy every desire. He or she can face any fear or conquer any enemy, all at the click of a mouse (Toronto, 2009).[47] Ultimately, virtual worlds are the place to go when real life becomes overbearing or boring. While in real life individuals hesitate to communicate their true opinions, it is easier to do so online because they do not ever have to meet the people they are talking with (Toronto, 2009).[47] Thus, virtual worlds are basically a psychological escape.

Another area of research related to virtual worlds is the field of navigation. Specifically, this research investigates whether or not virtual environments are adequate learning tools in regards to real-world navigation. Psychologists at Saint Michael's College found that video game experience corresponded with ability to navigate virtual environments and complete objectives; however, that experience did not correlate with an increased ability to navigate real, physical environments.[48] An extensive study at the University of Washington conducted multiple experiments involving virtual navigation. One experiment had two groups of subjects, the first of which examined maps of a virtual environment, and the second of which navigated the virtual environment. The groups of subjects then completed an objective in the virtual environment. There was little difference between the two groups' performances, and what difference there was, it was in favor of the map-users. The test subjects, though, were generally unfamiliar with the virtual world interface, likely leading to some impaired navigation, and thus bias in the yielded analysis of the experiments. The study concluded that the interface objects made natural navigation movements impossible, and perhaps less intrusive controls for the virtual environment would reduce the effect of the impairment.[49]

Hardware

[edit]

Unlike most video games, which are usually navigated using various free-ranging human interface devices (HIDs), virtual worlds are usually navigated (as of 2009) using HIDs which are designed and oriented around flat, 2-dimensional graphical user interfaces; as most comparatively inexpensive computer mice are manufactured and distributed for 2-dimensional UI navigation, the lack of 3D-capable HID usage among most virtual world users is likely due to both the lack of penetration of 3D-capable devices into non-niche, non-gaming markets as well as the generally higher pricing of such devices compared to 2-dimensional HIDs. Even those users who do make use of HIDs which provide such features as six degrees of freedom often have to switch between separate 3D and 2D devices in order to navigate their respectively designed interfaces.

Like video gamers, some users of virtual world clients may also have a difficult experience with the necessity of proper graphics hardware (such as the more advanced graphics processing units distributed by Nvidia and AMD) for the sake of reducing the frequency of less-than-fluid graphics instances in the navigation of virtual worlds. However, in part for this reason, a growing number of virtual world engines, especially serving children, are entirely browser-based requiring no software down loads or specialized computer hardware. The first virtual world of this kind was Whyville.net, launched in 1999,[22] built by Numedeon inc. which obtained an early patent for its browser-based implementation.[50]

Application domains

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Social

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Although the social interactions of participants in virtual worlds are often viewed in the context of 3D games, other forms of interaction are common as well, including forums, blogs, wikis, chatrooms, instant messaging, and video-conferences. Communities are born in places which have their own rules, topics, jokes, and even language. Members of such communities can find like-minded people to interact with, whether this be through a shared passion, the wish to share information, or a desire to meet new people and experience new things. Users may develop personalities within the community adapted to the particular world they are interacting with, which can impact the way they think and act. Internet friendships and participation online communities tend to complement existing friendships and civic participation rather than replacing or diminishing such interactions.[51][52]

Medical

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Disabled or chronically invalided people of any age can benefit enormously from experiencing the mental and emotional freedom gained by temporarily leaving their disabilities behind and doing, through the medium of their avatars, things as simple and potentially accessible to able, healthy people as walking, running, dancing, sailing, fishing, swimming, surfing, flying, skiing, gardening, exploring and other physical activities which their illnesses or disabilities prevent them from doing in real life. They may also be able to socialize, form friendships and relationships much more easily and avoid the stigma and other obstacles which would normally be attached to their disabilities. This can be much more constructive, emotionally satisfying and mentally fulfilling than passive pastimes such as television watching, playing computer games, reading or more conventional types of internet use.[53]

The Starlight Children's Foundation helps hospitalized children (suffering from painful diseases or autism for example) to create a comfortable and safe environment which can expand their situation, experience interactions (when the involvement of a multiple cultures and players from around the world is factored in) they may not have been able to experience without a virtual world, healthy or sick. Virtual worlds also enable them to experience and act beyond the restrictions of their illness and help to relieve stress.[54]

Virtual worlds can help players become more familiar and comfortable with actions they may in real-life feel reluctant or embarrassed. For example, in World of Warcraft, /dance is the emote for a dance move which a player in the virtual world can "emote" quite simply. And a familiarization with said or similar "emotes" or social skills (such as, encouragement, gratitude, problem-solving, and even kissing) in the virtual world via avatar can make the assimilation to similar forms of expression, socialization, interaction in real life smooth. Interaction with humans through avatars in the virtual world has potential to seriously expand the mechanics of one's interaction with real-life interactions.[original research?]

Commercial

[edit]

As businesses compete in the real world, they also compete in virtual worlds. As there has been an increase in the buying and selling of products online (e-commerce) this twinned with the rise in the popularity of the internet, has forced businesses to adjust to accommodate the new market.

Many companies and organizations now incorporate virtual worlds as a new form of advertising. There are many advantages to using these methods of commercialization. An example of this would be Apple creating an online store within Second Life. This allows the users to browse the latest and innovative products. Players cannot actually purchase a product but having these "virtual stores" is a way of accessing a different clientele and customer demographic. The use of advertising within "virtual worlds" is a relatively new idea. This is because Virtual Worlds is a relatively new technology. Before companies would use an advertising company to promote their products. With the introduction of the prospect of commercial success within a Virtual World, companies can reduce cost and time constraints by keeping this "in-house". An obvious advantage is that it will reduce any costs and restrictions that could come into play in the real world.

Using virtual worlds gives companies the opportunity to gauge customer reaction and receive feedback. Feedback can be crucial to the development of a project as it will inform the creators exactly what users want.[55]

Using virtual worlds as a tool allows companies to test user reaction and give them feedback on products. This can be crucial as it will give the companies an insight as to what the market and customers want from new products, which can give them a competitive edge. Competitive edge is crucial in the ruthless world that is today's business.

Another use of virtual worlds business is where players can create a gathering place. Many businesses can now be involved in business-to-business commercial activity and will create a specific area within a virtual world to carry out their business. Within this space all relevant information can be held. This can be useful for a variety of reasons. Players can conduct business with companies on the other side of the world, so there are no geographical limitations, it can increase company productivity. Knowing that there is an area where help is on hand can aid the employees. Sun Microsystems have created an island in Second Life dedicated for the sole use of their employees. This is a place where people can go and seek help, exchange new ideas or to advertise a new product.

According to trade media company Virtual Worlds Management,[56] commercial investments in the "virtual worlds" sector were in excess of US$425 million in Q4 2007,[57] and totaled US$184 million in Q1 2008.[58] However, the selection process for defining a "virtual worlds" company in this context has been challenged by one industry blog.[59]

E-commerce

[edit]

A number of virtual worlds have incorporated systems for sale of goods through virtual interfaces and using virtual currencies. Transfers of in-world credits typically are not bound by laws governing commerce. Such transactions may lack the oversight and protections associated with real-world commerce, and there is potential for fraudulent transactions. One example is that of Ginko Financial, a bank system featured in Second Life where avatars could deposit their real life currency after converted to Linden Dollars for a profit. In July 2007, residents of Second Life crowded around the ATM's in an unsuccessful attempt to withdraw their money. After a few days the ATM's along with the banks disappeared altogether. Around $700,000 in real world money was reported missing from residents in Second Life. An investigation was launched but nothing substantial ever came of finding and punishing the avatar known as Nicholas Portocarrero who was the head of Ginko Financial.[60]

Civil and criminal laws exist in the real world and are put in place to govern people's behavior. Virtual Worlds such as Eve Online and Second Life also have people and systems that govern them.[61]

Providers of online virtual spaces have more than one approach to the governing of their environments. Second Life for instance was designed with the expectation being on the residents to establish their own community rules for appropriate behaviour. On the other hand, some virtual worlds such as Habbo enforce clear rules for behaviour,[61] as seen in their terms and conditions.[62]

In some instances, virtual worlds do not need established rules of conduct because actions such as 'killing' another avatar is impossible. However, if needed to, rule breakers can be punished with fines being payable through their virtual bank account, alternatively a players suspension may be put into effect.[61]

Instances of real world theft from a virtual world do exist, Eve Online had an incident where a bank controller stole around 200bn credits and exchanged them for real world cash amounting to £3,115.[63] The player in question has now been suspended as trading in-game cash for real money is against Eve Online's terms and conditions.[64]

Entertainment

[edit]

There are many MMORPG virtual worlds out on many platforms. Most notable are IMVU for Windows, PlayStation Home for PlayStation 3, and Second Life for Windows. Many Virtual worlds have shut down since launch however. Notable shutdowns are The Sims Online, The Sims Bustin Out Online Weekend Mode, PlayStation Home, and Club Penguin.

Single-player games

[edit]

Some single-player video games contain virtual worlds populated by non-player characters (NPC). Many of these allow players to save the current state of this world instance to allow stopping and restarting the virtual world at a later date. (This can be done with some multiplayer environments as well.)

The virtual worlds found in video games are often split into discrete levels.

Single-player games such as Minecraft have semi-infinite procedurally generated worlds that allow players to optionally create their own world without other players, and then combine skills from the game to work together with other players and create bigger and more intricate environments. These environments can then be accessed by other players, if the server is available to other players then they may be able to modify parts of it, such as the structure of the environment.

At one level, a more or less realistic rendered 3D space like the game world of Halo 3 or Grand Theft Auto V is just as much a big database as Microsoft's Encarta encyclopedia.

Use in education

[edit]

Virtual worlds represent a powerful new medium for instruction and education that presents many opportunities but also some challenges.[65] Persistence allows for continuing and growing social interactions, which themselves can serve as a basis for collaborative education. The use of virtual worlds can give teachers the opportunity to have a greater level of student participation. It allows users to be able to carry out tasks that could be difficult in the real world due to constraints and restrictions, such as cost, scheduling or location. Virtual worlds have the capability to adapt and grow to different user needs, for example, classroom teachers are able to use virtual worlds in their classroom leveraging their interactive whiteboard with the open-source project Edusim. They can be a good source of user feedback, the typical paper-based resources have limitations that Virtual Worlds can overcome.[66]

Multi-user virtual worlds with easy-to-use affordances for building are useful in project-based learning. For example, Active Worlds is used to support classroom teachers in Virginia Beach City Public Schools, the out-of-school NASA RealWorld-InWorld Engineering Design Challenge, and many after school and in school programs in EDUni-NY. Projects range from tightly scaffolded reflection spaces to open building based on student-centered designs. New York Museums AMNH and NYSci have used the medium to support STEM learning experiences for their program participants.

Virtual worlds can also be used with virtual learning environments, as in the case of what is done in the Sloodle project, which aims to merge Second Life with Moodle.[66][67]

Virtual worlds allow users with specific needs and requirements to access and use the same learning materials from home as they would receive if they were physically present. Virtual worlds can help users stay up to date with relevant information and needs while also feeling as they are involved. Having the option to be able to attend a presentation via a virtual world from home or from their workplace, can help the user to be more at ease and comfortable. Although virtual worlds are used as an alternative method of communicating and interacting with students and teachers, a sense of isolation can occur such as losing certain body language cues and other more personal aspects that one would achieve if they were face to face.

Some virtual worlds also offer an environment where simulation-based activities and games allow users to experiment various phenomenon and learn the underlying physics and principles. An example is Whyville launched in 1999,[23] which targets kids and teenagers, offering them many opportunities to experiment, understand and learn. Topics covered in Whyville vary from physics to nutrition to ecology. Whyville also has a strong entrepreneurial structure based on user created virtual content sold in the internal virtual economy.

Some multi-user virtual worlds have become used for educational purposes and are thus called Multi-User Virtual Learning Environments (MUVLEs). Examples have included the use of Second Life for teaching English as a foreign languages (EFL)[68] Many specialist types of MUVLE have particular pedagogies associated with them. For instance, George Siemens, Stephen Downes continue to promote the use of a type of MUVLE Dave Cormier coined[69] called a 'MOOC'. Even though MOOCs were once seen as "next big thing" by universities and online education service providers such as Blackboard Inc, this was in fact what has been called a "stampede."[70] By early 2013, serious questions emerged about whether MOOCs were simply part of a hype cycle and indeed following that hype whether academia was thus "MOOC'd out."[71][72]

Language

[edit]

Language learning is the most widespread type of education in virtual worlds.[73]

Business

[edit]

Online training overcomes constraints such as distance, infrastructure, accommodation costs and tight scheduling. Although video conferencing may be the most common tool, virtual worlds have been adopted by the business environment for training employees.[74] For example, Second Life has been used in business schools.[75]

Virtual training content resembles traditional tutorials and testing of user knowledge. Despite the lack of face to face contact and impaired social linking, learning efficiency may not be adversely affected as adults need autonomy in learning and are more self-directed than younger students.[citation needed]

Some companies and public places allow free virtual access to their facilities as an alternative to a video or picture.

In fiction

[edit]

Virtual worlds, virtual reality, and cyberspace are popular fictional motifs. The first was probably John M. Ford's 1980 novel Web of Angels, and a prominent early example is the work of William Gibson. Virtual worlds are integral to works such as Tron, Neuromancer, Ghost in the Shell, Snow Crash, The Lawnmower Man, Lawnmower Man 2, ReBoot, Digimon, The Matrix, MegaMan NT Warrior, Epic, Code Lyoko and Real Drive.

In A.K. Dewdney's novel, the Planiverse (1984), college students create a virtual world called 2DWorld, leading to contact with Arde, a two-dimensional parallel universe.

The main focus of the Japanese cyberpunk, psychological, 13-episode anime titled Serial Experiments Lain (1998) is the Wired, a virtual reality world that governs the sum of all electronic communication and machines; outer receptors are used to mentally transport a person into the Wired itself as a uniquely different virtual avatar.

Yasutaka Tsutsui's novel, Gaspard in the Morning (1992), is the story of an individual immersed in the virtual world of a massively multiplayer online game.[76] The plots of isekai works such as Moon: Remix RPG Adventure (1997),[77] Digimon Adventure (1999),[78] .hack (2002), Sword Art Online (2002),[79] Summer Wars (2009), Accel World (2009), Ready Player One (2011), Jumanji (2017), Space Jam: A New Legacy (2021) and Belle (2021) also involve the virtual worlds of video games.

The fourth series of the New Zealand TV series The Tribe features the birth of Reality Space and the Virtual World that was created by Ram, the computer genius-wizard leader of The Technos.

In 2009, BBC Radio 7 commissioned Planet B, set in a virtual world in which a man searches for his girlfriend, believed to be dead, but in fact still alive within the world called "Planet B". The series is the biggest-ever commission for an original drama series.[80]

The plot of "San Junipero", series 3, episode 4 of the anthology TV series Black Mirror, revolves around a virtual world in which participants can choose time periods to visit. Living people may visit only 5 hours per week; while the dying can choose to permanently preserve their consciousness there.

A South Korean sci-fi fantasy film Wonderland, is about a virtual simulated place for people to reunite with a person they may not meet again, by using artificial intelligence.

Future

[edit]

Virtual worlds may lead to a "mobility" of labor that may impact national and organizational competitiveness in a manner similar to the changes seen with the mobility of goods and then the mobility of labor.[55]

Virtual worlds may increasingly function as centers of commerce, trade, and business.[81] Virtual asset trade is massive and growing; e.g., Second Life revenue reached approximately 7 million US Dollars per month, in 2011.[82] Real world firms, such as Coca-Cola, have used virtual worlds to advertise their brand.[83][3]

See also

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Citations

[edit]
  1. ^ Bartle, Richard (2003). Designing Virtual Worlds. New Riders. ISBN 978-0-13-101816-7.
  2. ^ Chen, Brian X. (January 18, 2022). "What's All the Hype About the Metaverse?". The New York Times. ISSN 0362-4331. Archived from the original on January 18, 2022. Retrieved January 31, 2022.
  3. ^ a b Kaplan Andreas M.; Haenlein Michael (2010). "The fairyland of Second Life: About virtual social worlds and how to use them". Business Horizons. 52 (6). doi:10.1016/j.bushor.2009.07.002. S2CID 45087818. Archived from the original on January 19, 2022. Retrieved October 30, 2021.
  4. ^ a b Aichner, T.; Jacob, F. (March 2015). "Measuring the Degree of Corporate Social Media Use". International Journal of Market Research. 57 (2): 257–275. doi:10.2501/IJMR-2015-018. S2CID 166531788.
  5. ^ a b c Bloomfield, Robert J. (2007). "Worlds for Study: Invitation - Virtual Worlds for Studying Real-World Business (and Law, and Politics, and Sociology, and....)". SSRN 988984. {{cite journal}}: Cite journal requires |journal= (help)
  6. ^ Biocca & Levy 1995, pp. 40–44
  7. ^ Begault 1994
  8. ^ Mirror Worlds: or the Day Software Puts the Universe in a Shoebox...How It Will Happen and What It Will Mean. Oxford, New York: Oxford University Press. January 28, 1993. ISBN 978-0-19-507906-7. Archived from the original on June 28, 2022. Retrieved April 12, 2022.
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References

[edit]
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from Grokipedia
A virtual world is a shared, simulated inhabited and shaped by users represented as avatars, where these avatars facilitate movement, interaction with objects, and communication with others to build a collective understanding of the environment. These environments typically feature key characteristics such as embodiment through avatars, support for multiple concurrent users, integrated communication tools, user-driven content creation, persistence of the world state independent of individual sessions, and a spatial representation that mimics physical dimensions. The origins of virtual worlds trace back to the late 1970s with text-based multi-user dungeons (MUDs), such as the 1978 developed by Roy Trubshaw and at the , which allowed shared interaction in a fantasy setting limited to around 250 users. This evolved in the 1980s to graphical formats, exemplified by in 1985 from , which scaled to over 20,000 users and emphasized social avatars over pure gameplay. The 1990s marked a shift to larger-scale 3D worlds, with in 1995 enabling community-built landscapes inspired by literature like Neal Stephenson's , followed by massively multiplayer online role-playing games (MMORPGs) such as (1997) and (1999). By the early 2000s, platforms like (2003) introduced open-ended user economies and content creation, generating over $160 million in transactions by 2010, while (2004) achieved peak subscriptions of 12 million, dominating the market with structured quests and social guilds. As of 2025, contemporary virtual worlds integrate advanced technologies like 3D graphics, spatial audio, (VR) hardware, (AI), and architectures to enhance realism and scalability, supporting millions of concurrent users through distributed systems such as , an open-source alternative to . Notable examples include and , which blend gaming with social features and have hundreds of millions of users; VR-focused platforms like and Meta's ; and blockchain-based metaverses such as The Sandbox and , emphasizing user-owned assets and interoperability via standards like and protocols. The global metaverse market, encompassing these virtual worlds, is estimated at USD 124.87 billion in 2025. These environments have expanded beyond gaming into diverse applications, including educational simulations for , corporate training in virtual scenarios like surgical procedures or hazard response, and social platforms fostering global interactions and virtual economies. Future developments aim toward a unified "" with seamless cross-world asset transfer and mobile accessibility, potentially transforming work, creativity, and human connection while addressing challenges in computational scalability, standardization, , and AI ethics.

Overview

Definition

A virtual world is a computer-based simulated environment intended for its users to inhabit and interact through avatars or other representations, often in real-time and with persistent elements. This definition emphasizes the environment's role as a shared digital space where users engage via embodied proxies, distinguishing it from mere simulations or single-player experiences. Key attributes of virtual worlds include persistence, whereby the environment continues to exist and evolve independently of any single user's presence; interactivity, enabling users' actions to meaningfully alter the simulated space; and sociality, supporting simultaneous interactions among multiple participants. These features foster ongoing, collective experiences that mimic aspects of physical reality while operating under defined computational rules. Unlike (VR), which refers primarily to immersive technologies like head-mounted displays that create sensory simulations, virtual worlds focus on persistent, multi-user social ecosystems that may or may not incorporate VR hardware. In contrast to (AR), which superimposes digital elements onto the physical world to enhance real-world perception, virtual worlds generate entirely simulated realms detached from physical surroundings. The term "virtual world" emerged in contexts during the and , initially describing early multi-user systems and evolving to encompass broader multiplayer online environments.

Key Features

Virtual worlds are distinguished by their capacity to foster immersion and presence, which enable users to experience a compelling sense of being enveloped within the digital environment. Immersion refers to the technological capability of the system to deliver a multisensory that overrides the user's awareness of the mediating hardware, encompassing high-fidelity visual rendering, spatialized audio, and increasingly, haptic feedback through devices that simulate touch and force. Presence, in contrast, is the psychological response where users subjectively feel as though they are physically located within the virtual , often measured through self-reported scales that assess the illusion of . These attributes are achieved via techniques such as head-tracked stereoscopic displays for visual depth, binaural audio for directional sound cues, and vibrotactile actuators for tactile sensations, all contributing to reduced sensory discrepancies between the virtual and physical realms. A core operational feature of virtual worlds is their persistence and scalability, ensuring continuous existence and broad accessibility. Persistence denotes the environment's ability to maintain a consistent state across user sessions, where changes—such as object placements or environmental alterations—remain intact even when no participants are present, independent of individual logins. This is typically implemented through server-side that log and synchronize world data in real time, allowing the virtual space to evolve autonomously via scripted events or AI-driven simulations. Scalability addresses the challenge of supporting thousands or millions of concurrent users without compromising performance, employing distributed architectures like spatial partitioning—where the is divided into zones managed by separate servers—and interest management systems that limit data transmission to relevant user proximities. Techniques such as sharding, which replicates the across isolated instances, further enable horizontal scaling to handle load spikes while minimizing latency below perceptible thresholds, often under 100 milliseconds for interactions. Interactivity in virtual worlds manifests through dynamic, responsive mechanisms that simulate lifelike engagement with the environment. Real-time physics simulations underpin object interactions, utilizing engines like those based on and to model , , and instantaneously across distributed clients. empowers participants to create and modify assets, from custom structures to scripted behaviors, often via intuitive tools that integrate with the world's core engine without requiring external programming expertise. complements this by algorithmically producing vast terrains or objects on-the-fly, employing noise functions and fractal algorithms to ensure variety and seamlessness, thereby extending world boundaries indefinitely while optimizing resource use. The social architecture of virtual worlds integrates seamless communication and tools to replicate and enhance interpersonal dynamics. Built-in voice chat facilitates natural conversation with low-latency transmission and spatial audio positioning, allowing users to discern speaker directions as in physical settings. Emotes provide non-verbal expression through predefined animations for gestures like waving or dancing, synchronized across participants to convey without text. Collaborative building features enable joint editing of shared spaces in real time, with and permission systems to manage contributions, fostering community-driven evolution of the environment. These elements collectively support emergent social structures, from casual meetups to organized events, while mitigating issues like echo cancellation in voice systems for clearer exchanges.

Historical Development

Early Concepts and Precursors

The concept of virtual worlds traces its philosophical roots to ancient thought experiments that questioned the nature of and perception. In 's Republic (c. 380 BCE), the Allegory of the Cave describes prisoners chained in a cavern, perceiving only shadows cast by a as the entirety of existence, mistaking illusion for truth until one escapes to witness the outer world illuminated by the sun. This parable illustrates the divide between sensory deception and genuine knowledge, prefiguring modern ideas of simulated environments where users interact with constructed representations rather than direct . Literary precursors emerged in the through utopian novels that imagined alternate societies achieved via technological or hypnotic means, evoking simulated realities. Edward Bellamy's : 2000–1887 (1888), for instance, depicts a hypnotically transported from 1887 to a future , where he experiences a harmonious, industrialized as if immersed in a dreamlike projection of societal perfection. Such narratives explored collective immersion in idealized worlds, influencing later visions of shared virtual spaces. Early computing experiments in the laid technical groundwork for interactive virtual environments. Ivan Sutherland's 1965 paper "The Ultimate Display" envisioned a computer-controlled room where digital simulations could manipulate physical matter, creating immersive experiences indistinguishable from reality, such as flying through mathematical landscapes or altering molecular structures. This concept introduced the idea of a display as a window into manipulable virtual realms, emphasizing head-mounted devices for perspective correction. Douglas Engelbart's "" in 1968 further advanced human-computer interaction foundational to virtual worlds. Presented at the Fall Joint Computer Conference, the demonstration showcased the oN-Line System (NLS), featuring a mouse-driven interface, collaborative editing, and video conferencing over a network, allowing real-time shared manipulation of on-screen elements among remote participants. These innovations demonstrated networked, interactive graphical spaces that enabled collective engagement, precursors to multi-user virtual interactions. The 1970s and 1980s saw the rise of text-based virtual worlds through Multi-User Dungeons (MUDs), establishing persistent, multiplayer environments. In 1978, Roy Trubshaw at the developed the first in MACRO-10 on a DECsystem-10 mainframe, creating a text-adventure game where multiple players explored a shared fantasy realm via command-line inputs. Trubshaw handed development to in 1980, who expanded it into using , introducing features like player-versus-player combat and a that evolved independently of individual sessions. MUDs pioneered core elements of virtual worlds, including avatars as text-based representations and ongoing persistence that fostered . Initial graphical virtual worlds appeared in the mid-1980s, bridging text-based systems with visual interfaces. ' Habitat, launched in 1985 for the Commodore 64, was developed by Randy Farmer and as a graphical supporting thousands of users across dial-up connections. Players customized avatars, navigated a 2D cityscape, chatted, and traded in a persistent , marking one of the earliest large-scale attempts at a commercial, visually rendered multi-user world. Habitat highlighted challenges like moderation in unsupervised interactions, shaping future designs for scalable virtual societies.

Modern Milestones

The 1990s marked the initial boom in accessible virtual worlds, driven by advancements in internet connectivity and 3D graphics. Worlds Inc. launched AlphaWorld in 1995, one of the first fully 3D virtual environments allowing users to navigate persistent online spaces with customizable avatars, attracting thousands of participants by enabling real-time social interactions in a shared digital landscape. Concurrently, The Palace debuted in 1995 as a graphical chat system featuring 2D avatars in themed rooms, which popularized avatar-based communication and influenced subsequent social virtual platforms by emphasizing user expression through visual representations. Building on these foundations, Ultima Online released in 1997 as the first major massively multiplayer online role-playing game (MMORPG), combining persistent worlds with complex player-driven narratives and economies, which set standards for scale and immersion in virtual environments. Entering the 2000s, virtual worlds achieved mainstream adoption through innovative economic and gameplay models that scaled user engagement. Linden Lab's , launched in 2003, pioneered and virtual economies where residents could create, buy, and sell digital goods using the in-world currency Linden Dollar, fostering a creator-driven ecosystem that blurred lines between play and commerce. Blizzard Entertainment's , released in 2004, revolutionized the genre by peaking at over 12 million active subscribers by 2010, demonstrating the cultural and economic viability of large-scale persistent worlds through epic and community events that influenced global gaming culture. The 2010s integrated virtual worlds with emerging hardware and augmented reality (AR), expanding accessibility beyond traditional screens. The Oculus Rift's successful Kickstarter campaign in 2012 raised over $2.4 million, revitalizing consumer virtual reality (VR) by delivering immersive headsets that enabled deeper presence in virtual spaces, paving the way for VR-native worlds. Niantic's Pokémon GO, launched in 2016, blended AR with virtual elements by overlaying digital creatures on real-world maps via mobile devices, achieving over 1 billion downloads and highlighting hybrid virtual experiences' potential for widespread social and exploratory engagement. The 2020s ushered in the era, characterized by corporate investments in interconnected digital realms. Facebook's rebranding to Meta in 2021 signaled a strategic pivot toward building immersive metaverses, with CEO emphasizing VR/AR platforms like to connect billions in shared virtual spaces. Apple's Vision Pro, released in 2024, advanced with high-resolution mixed-reality displays, enabling seamless integration of virtual worlds into daily workflows and entertainment, boosting adoption through its ecosystem of apps and developer tools. By 2025, developments in interoperable metaverse frameworks, such as open standards from the Metaverse Standards Forum, allowed cross-platform asset portability and user identities, enhancing scalability across ecosystems. Concurrently, generative AI powered dynamic virtual worlds, with tools like NVIDIA's Omniverse creating procedurally generated environments for collaborative design. The ' Virtual Worlds Day in 2025 promoted these technologies for addressing global challenges, including climate simulations and virtual diplomacy forums to engage diverse populations in initiatives. Throughout this period, virtual worlds exhibited in user bases, expanding from tens of thousands in the —such as AlphaWorld attracting tens of thousands of users overall—to billions in hybrid VR/AR metaverses by 2025, exemplified by platforms like with over 110 million daily active users as of 2025 and contributing to a projected $800 billion economy. This scalability underscored virtual worlds' transition from niche experiments to culturally pervasive spaces, with cultural impacts seen in events like virtual concerts drawing millions, though detailed economic models are explored elsewhere.

Fundamental Concepts

Avatars and User Representation

In virtual worlds, avatars serve as digital embodiments of users, enabling interaction within simulated environments. The concept originated in early text-based systems like Multi-User Dungeons (MUDs) in the late 1970s, where user representation was limited to textual descriptions such as "a tall warrior," allowing players to imagine and role-play identities without visual elements. This evolved with graphical interfaces; in 1986, Lucasfilm's introduced the term "avatar" for 2D pixelated sprites representing users in a multi-user environment, marking the shift to visual self-representation inspired by the meaning of a deity's manifestation. By the mid-1990s, platforms like Worlds Inc. pioneered full 3D avatars, transitioning from flat sprites to volumetric models that supported basic animations and spatial navigation. Avatar creation mechanics have advanced from simple 2D sprites to sophisticated 3D models incorporating animations and physics. In early systems, users selected predefined 2D icons or described appearances textually, but modern processes involve sculpting full-body 3D meshes using primitives (prims) like cubes and spheres, which are scaled, textured, and linked to form humanoid figures. Animations are scripted via languages such as Linden Scripting Language in platforms like , enabling procedural movements like walking cycles or gestures triggered by user input. Physics integration adds realism through engines simulating gravity, friction, and collisions, allowing avatars to interact dynamically with environments, such as climbing or colliding objects, enhancing immersion in 3D spaces. Customization options empower users to tailor avatars' appearance, , accessories, and behavioral traits, fostering personal expression. Users modify physical features like height, , and , alongside outfits and items drawn from vast libraries, often spending significant time—averaging over 20 hours weekly in virtual worlds—to refine these elements. Behavioral traits, such as gait or emotional responses, can be adjusted via scripts or AI modifiers, with in appearance varying by : higher in virtual meetings for identification and lower in social games for . In blockchain-integrated worlds like , customization extends to NFT-based ownership, where wearables, emotes, and accessories are tokenized on , enabling true ownership, trading, and persistence across sessions as of 2025. Avatars facilitate identity exploration, with psychological effects including and the adoption of multiple personas. Users often create avatars dissimilar to their real selves—73% maintain multiple across worlds—to experiment with identities, leading to the where anonymity reduces social restraints and encourages bolder behaviors. Studies show avatar embodiment influences real-world attitudes; for instance, embodying idealized forms can boost temporarily but may alter perceptions of post-use. Customization supports this by allowing expressions of social status or intimacy. By 2025, AI-driven avatars represent the latest evolution, generating dynamic representations in generative virtual worlds. Technologies like use generative AI for real-time facial animations, lip-sync, and contextual conversations, creating lifelike agents that adapt to user interactions without manual scripting. Systematic reviews of 2020–2025 studies highlight AI agents enhancing embodiment through and , enabling personalized, multimodal personas in VR environments for education and social applications. This progression from static text to AI-responsive models underscores avatars' role in blurring digital and physical identities.

Virtual Economies

Virtual economies refer to the systems of production, distribution, and consumption of goods and services within virtual worlds, often mirroring real-world economic principles such as . These economies enable users to engage in trade, labor, and using digital currencies and assets, fostering emergent behaviors like and . In platforms like and , virtual economies have generated substantial value, with Second Life's annual GDP estimated at around $650 million as of 2023. Currencies in virtual worlds typically include in-game tokens, cryptocurrencies, and mechanisms for real-money trading (RMT). In-game tokens, such as the Linden Dollar (L)in[SecondLife](/page/SecondLife),functionastheprimary[mediumofexchange](/page/Mediumofexchange)forvirtualland,goods,andservices,withusersabletoconvertL) in [Second Life](/page/Second_Life), function as the primary [medium of exchange](/page/Medium_of_exchange) for virtual land, goods, and services, with users able to convert L to U.S. dollars via official exchanges at rates fluctuating around 310-330 L$ per USD as of late 2025. Cryptocurrencies like MANA in serve as native ERC-20 tokens on the , allowing purchases of virtual land (LAND) and other assets, with MANA's value tied to platform activity and real-world markets. RMT involves players selling in-game items or currency for real-world money outside official channels, as seen in massively multiplayer online games (MMOs) where virtual gold or items are traded on third-party sites, enabling income for players in developing regions. Market mechanisms in virtual economies operate through player interactions in marketplaces, auctions, and driven by . Virtual exemplifies this, with sales of digital land parcels generating billions annually; the metaverse market reached $1.79 billion in 2024 and is projected to grow to $2.33 billion in 2025. In , auctions for premium land parcels can exceed thousands of USD equivalents, influenced by location desirability and , while Decentraland's open marketplace allows trading of LAND and wearables, where prices reflect demand. These systems promote , such as user-created shops, but can lead to volatility from speculative bubbles. Integration with real-world systems has deepened through blockchain technology and non-fungible tokens (NFTs), enabling verifiable ownership of virtual assets across platforms. NFTs represent unique items like virtual property or avatars as tradeable assets on blockchains, allowing cross-world portability and reducing developer control over ownership; for instance, users hold provable title to LAND via smart contracts. Tax implications have evolved accordingly, with the U.S. (IRS) treating virtual currencies as property subject to capital gains taxes on sales or exchanges, requiring reporting of income, gains, or losses on federal returns. Starting in 2025, brokers must issue Form 1099-DA for transactions exceeding certain thresholds, including virtual world earnings, to enhance compliance and prevent evasion. Economic models in virtual worlds vary between player-driven and developer-controlled approaches, each with distinct impacts. Player-driven economies, as in , empower users to set prices and create markets without heavy intervention, leading to complex supply chains but risks like monopolies. Developer-controlled models, prevalent in games like , involve centralized currency issuance and item drops, providing stability through sinks like repair costs but limiting player agency. A common challenge is from overprinting currency, such as quest rewards flooding the system, which devalues money and raises item prices; in Diablo III's auction house era, unchecked gold generation caused , prompting redesigns to introduce deflationary mechanics like item destruction. Avatars, as customizable representations, can serve as tradeable assets in these economies, enhancing personalization and value exchange.

Spatial Design and Geography

Spatial design in virtual worlds encompasses the creation and organization of digital environments that simulate physical spaces, enabling user immersion and interaction. World-building paradigms vary to balance efficiency, creativity, and scalability. uses algorithms to automatically create landscapes, terrains, and structures based on rules and parameters, allowing for vast, varied worlds without manual effort for every element. This approach, as surveyed in foundational work on procedural techniques, supports replayability and reduces development time by generating content dynamically during runtime. In contrast, hand-crafted zones involve designers manually modeling specific areas for detailed, narrative-driven experiences, ensuring artistic coherence and precise control over environmental storytelling. Modular construction tools, such as those integrated with Unity's engine, facilitate assembly of pre-built components like buildings and terrains, enabling and customization for both developers and users. Navigation methods in virtual worlds provide mechanisms for users and AI entities to traverse these spaces efficiently while minimizing disorientation. Common techniques include , which instantly relocates users to selected points to avoid in large environments; flying, allowing free aerial movement for overview and access to elevated areas; and walking simulations, which mimic natural locomotion through controller inputs or tracked motion for realistic spatial perception. These methods are often combined to suit different scales and user preferences, with empirical studies showing reduces cybersickness compared to continuous walking in extended virtual spaces. For AI and non-player characters, pathfinding algorithms such as A* enable optimal route across complex geometries, factoring in obstacles and dynamic changes to ensure believable movement. These algorithms optimize navigation by evaluating costs, supporting efficient traversal in both bounded and expansive worlds. Geographic concepts in virtual worlds draw from real-world analogies while introducing novel abstractions to enhance engagement and functionality. Virtual continents and cities replicate macro-scale divisions, organizing content into themed regions that foster and , such as sprawling urban hubs connected by simulated transport networks. Biomes represent ecological zones like forests, deserts, or oceans, either mimicking Earth's diversity for familiarity or diverging into fantastical variants, such as floating islands or crystalline realms, to support thematic immersion. Scale presents key challenges: bounded spaces limit environments to finite areas for performance optimization, while infinite or procedurally extended designs aim for endless but risk perceptual distortions, where users underestimate distances by up to 50% due to visual cues in virtual rendering. User contributions significantly shape through collaborative tools that empower modification of environments. Collaborative allows multiple users to alter landscapes in real-time, such as reshaping terrain or adding vegetation, promoting shared ownership and emergent in persistent worlds. creation, where users build custom structures or monuments, further personalizes , turning abstract spaces into meaningful places. By 2025, trends emphasize AI-assisted dynamic landscapes, where algorithms generate evolving terrains responsive to user behavior or environmental simulations, enhancing realism and adaptability without manual intervention.

Technological Foundations

Hardware and Devices

Hardware and devices form the physical backbone for accessing virtual worlds, encompassing input mechanisms for user interaction and output systems for immersive visualization. These components must deliver high-fidelity sensory feedback to minimize and maximize presence, with key performance metrics including resolutions exceeding 4K per eye, refresh rates of 120 Hz or higher, and end-to-end latency below 20 ms. Display technologies primarily rely on head-mounted displays (HMDs) to render stereoscopic 3D environments directly to the user's eyes. The , a standalone HMD, features dual LCD panels with a resolution of 2064 × 2208 pixels per eye and a 120 Hz , enabling clear mixed-reality passthrough via color cameras. Similarly, the , released in 2024, employs micro-OLED displays delivering approximately 3660 × 3200 pixels per eye across 23 million total pixels, with refresh rates up to 100 Hz for high-contrast experiences. Advancing , light-field displays reconstruct natural light rays to provide glasses-free 3D viewing; CREAL's 2025 AR-optimized light-field module integrates into eyewear for continuous-focus accommodation, reducing in virtual overlays. Input methods facilitate precise control within virtual spaces, evolving from traditional peripherals to body-integrated sensors. Motion controllers, such as the Meta Quest Touch series, offer six-degrees-of-freedom (6DoF) tracking with haptic vibration for intuitive at latencies under 20 ms. Eye-tracking, integrated in devices like the , uses sensors to detect gaze direction at 120 Hz, enabling that optimizes performance by rendering high detail only where the user looks. For multisensory immersion, full-body suits like the Teslasuit provide electro-tactile haptic feedback across 50+ zones, simulating textures, impacts, and temperature variations through low-voltage electrical impulses on the skin. Accessibility hardware broadens virtual world participation by accommodating diverse user needs, including mobile and neural interfaces. AR glasses such as the Meta Display, launched in 2025, overlay digital content via in-lens micro-projectors at 600 × 600 pixels resolution, controlled by an (EMG) wristband for hands-free navigation in everyday environments. Brain-computer interfaces (BCIs) represent emerging prototypes; Neuralink's implant, tested in 2025 clinical trials, decodes neural signals to control cursors and devices at approximately 8-10 bits per second (as of 2025), with early integrations enabling thought-based interaction in VR simulations for users with . These advancements collectively lower barriers, achieving immersion metrics like sub-20 ms latency to support seamless experiences across physical abilities.

Software and Platforms

Virtual worlds rely on robust game engines to facilitate the creation of immersive, interactive environments. Unity, a versatile real-time development platform, is prominent in virtual world development by supporting cross-platform deployment for 3D simulations, including metaverse applications. Its 2025 roadmap, highlighted at the Game Developers Conference, emphasizes Unity 6.1 enhancements for scalable multiplayer worlds and AI-driven asset generation, enabling developers to build expansive virtual spaces efficiently. Unreal Engine complements this as a leading tool for high-fidelity virtual worlds, offering advanced real-time 3D rendering and procedural generation capabilities that allow creators to construct detailed, photorealistic environments. With features like Nanite for massive geometry handling and Lumen for dynamic global illumination, it has become essential for professional-grade virtual world projects, including open-world simulations. As an open-source alternative, Godot Engine provides a free, MIT-licensed framework for 2D and 3D virtual worlds, including XR support, making it accessible for independent developers building networked environments and procedural content. Godot's collaborative development model has enabled projects like virtual museums and social metaverses, fostering innovation without proprietary restrictions. Prominent platforms exemplify the ecosystems supporting virtual worlds, often integrating for ownership and . Decentraland, a -based virtual world on , allows users to own and trade land as NFTs while hosting events and experiences; its wearables are transferable between . The Sandbox, another -powered platform, emphasizes and assets, with over 166,000 LAND parcels forming a voxel-based where creators monetize via NFTs; 2025 updates focus on enhanced integration for collaborative world-building tools. Roblox serves as a central hub for virtual worlds, enabling millions to design, share, and explore 3D experiences through its intuitive , Lua, and fostering a vast library of community-driven simulations. With daily active users exceeding 111 million, it democratizes virtual world creation via accessible tools that support social and economic interactions within player-built realms. Networking protocols underpin the connectivity of virtual worlds, balancing scalability and responsiveness. Client-server models predominate for centralized management, where a dedicated server handles state and , ensuring consistent experiences across large user bases in platforms like . (P2P) architectures, conversely, enable direct device communication to reduce latency in real-time interactions, such as avatar movements in , though they require hybrid approaches to mitigate security risks. enhances these protocols for scalability; (AWS) provides infrastructure for persistent virtual worlds, using services like Amazon EC2 for elastic compute and global distribution to support massive multiplayer sessions without performance degradation. For instance, AWS's Persistent World Games solutions enable seamless scaling for environments, handling dynamic loads from thousands of concurrent users. Development tools, including software development kits (SDKs), streamline integration and innovation in virtual worlds. SDKs for VR/AR, such as Meta's Spatial SDK and Unity's XR Interaction Toolkit, facilitate immersive by bridging virtual environments with hardware interfaces, allowing developers to implement spatial audio and controls in 2025 projects. These tools support AI scripting for behaviors like non-player character interactions, enhancing world dynamism. In 2025, generative AI has emerged as a pivotal focus for , enabling automated generation of 3D models, textures, and narratives to populate virtual worlds rapidly. Platforms like ENGAGE XR leverage generative AI to produce VR-ready assets from text prompts, accelerating procedural world-building while maintaining creative control. This integration, as seen in MIT's steerable scene generation methods, diversifies virtual training environments for simulations, reducing manual design efforts.

Applications and Use Cases

Social Interaction and Communities

Virtual worlds enable diverse forms of social interaction through integrated communication tools that mimic and extend real-world exchanges. Users engage via text chat for asynchronous discussions, voice communication for real-time conversations, and gesture-based interactions that convey emotions or actions through avatars. These features foster immediacy and expressiveness, allowing participants to build rapport in shared digital spaces. For instance, platforms like support proximity-based voice chat, where audio volume decreases with virtual distance, enhancing spatial awareness in interactions. Virtual events further amplify community engagement by hosting large-scale gatherings that transcend physical limitations. Concerts and performances, such as ' concert in in , drew over 12 million attendees, demonstrating how music and spectacle can unite global audiences in immersive environments. These events often incorporate interactive elements, like synchronized emotes or collaborative performances, which strengthen collective experiences and social bonds. Similar initiatives in platforms like have hosted virtual festivals, promoting inclusivity across age groups and geographies. Community structures in virtual worlds organize users into persistent groups that support collaboration and identity. Guilds in massively multiplayer online games (MMOGs) like function as hierarchical societies focused on shared goals, such as quests or raids, while forums and in-world discussion boards facilitate strategy sharing and social planning. Role-playing societies, prevalent in environments like , encourage narrative-driven interactions where users adopt personas to explore complex social dynamics. To maintain positive environments, developers implement moderation tools, including automated filters for and user-reporting systems, which help reduce toxicity in communities. Social phenomena in virtual worlds highlight profound psychological and relational impacts. occurs as users craft and evolve avatars, enabling experimentation with self-presentation that influences real-life perceptions and behaviors. Friendships often form that bridge physical boundaries. Avatars play a key role in these contexts by allowing anonymous yet expressive participation. risks, such as data tracking during interactions, underscore the need for robust safeguards. Case studies illustrate the transformative potential of these interactions for specific groups. In , communities for marginalized populations, including LGBTQ+ individuals and people with disabilities, have thrived since the platform's inception, providing safe spaces for support and advocacy. Integration of external tools like has further enriched gaming worlds, enabling voice channels and server-based communities in titles like , where cross-platform coordination has boosted player retention by facilitating ongoing social ties beyond gameplay sessions.

Education and Training

Virtual worlds provide immersive learning environments that enable students to explore historical and scientific concepts in ways that traditional methods cannot. For instance, simulations of allow learners to virtually walk through reconstructed sites like the and , fostering a deeper understanding of historical architecture and daily life. Similarly, in science education, virtual reality tools facilitate molecular modeling by letting users manipulate 3D structures of proteins and chemicals, such as visualizing atomic bonds and interactions in real-time. These environments leverage spatial immersion to enhance conceptual grasp, making abstract ideas tangible and interactive. In professional training, virtual worlds support high-stakes simulations, particularly in contexts. The U.S. Army's Synthetic Training Environment (STE) integrates simulations into a cohesive platform, allowing soldiers to rehearse missions in realistic, scalable scenarios without physical resources. By 2025, corporate sectors have widely adopted VR for , where new employees navigate simulated workplaces to learn procedures and safety protocols, reducing real-world errors during initial integration. Evidence highlights the benefits of these applications, including improved retention and . Studies indicate that VR-based achieves a 75% retention rate, significantly higher than traditional lectures (5%) or videos (20%), due to active and multisensory input. This approach also benefits remote learners by enabling equitable access to immersive experiences regardless of location, bridging geographical gaps in education. Key platforms driving these advancements include Engage VR, which offers collaborative virtual spaces for curriculum delivery and teacher-led explorations, and Google Expeditions, providing guided virtual field trips to historical and scientific sites. By 2025, integrations like VictoryXR's Metaversity platform incorporate AI tutors as avatars in environments, offering personalized guidance and real-time feedback to adapt lessons dynamically.

Entertainment and Gaming

Key gaming genres within virtual worlds include MMORPGs, social VR games, and metaverse-hosted events. MMORPGs like (2004) exemplify immersive, persistent worlds where players undertake quests in vast, lore-rich landscapes such as , fostering long-term engagement through character progression and group adventures. Social VR games, such as (2016), emphasize casual, in shared virtual spaces, allowing players to build and play mini-games collaboratively across platforms including VR headsets and mobile devices. Metaverse events have integrated competitive play into broader virtual ecosystems; however, the planned inaugural Olympic Games in 2025 in was canceled in October 2025 by the . Narrative elements in these virtual worlds drive engagement through structured and player-driven . Quest systems provide guided progression, where players complete objectives tied to overarching lore, as in 's epic campaigns detailing faction wars and ancient histories. Emergent arises from player interactions, enabling unplanned narratives like alliances, betrayals, or events that evolve organically within the persistent environment, distinguishing virtual worlds from linear media. The gaming industry in virtual worlds has seen substantial economic impact, with global revenue projected to reach $188.8 billion in 2025, driven largely by in-game purchases for and enhancements that tie into economies detailed elsewhere. Esports within virtual arenas amplify this, as platforms like EVA's VR setups host competitive tournaments in immersive 500m² fields, blending physical movement with digital to attract players and spectators.

Business and Commerce

Virtual worlds have emerged as platforms for virtual offices, enabling remote collaboration through immersive environments that mimic physical workspaces. , integrated with , allows distributed teams to connect in 3D spaces using avatars, PCs, or headsets, facilitating real-time brainstorming and product design without geographical constraints. This technology supports hybrid work models in metaverses, where such setups help reduce costs for international collaborations by minimizing travel expenses. Such setups enhance team cohesion in remote settings, as seen in employees using for interactive 3D meetings that foster presence and shared experiences. Marketing strategies in virtual worlds leverage branded experiences to engage consumers interactively, often yielding measurable returns on . Nike's Nikeland, launched on in 2021, provides a virtual sports-themed environment where users customize avatars with Nike apparel and participate in activities, driving among younger demographics. Virtual advertising in these spaces can achieve ROI up to 300% when integrated natively, with metrics like user engagement and dwell time serving as key indicators of success beyond traditional click-through rates. track effectiveness through interactions such as event attendance and product views, which correlate with increased real-world sales. E-commerce integrations within virtual worlds enable shoppable experiences, incorporating (AR) for virtual try-ons that enhance purchase confidence. AR tools allow customers to preview clothing, makeup, or accessories on their avatars in real-time, reducing return rates by up to 40% and boosting conversion rates through realistic simulations. In 2025, platforms like these support seamless transactions via , which ensures secure, decentralized ownership of digital assets and prevents fraud in economies. This combination facilitates direct purchases from immersive stores, bridging virtual exploration with physical fulfillment. Case studies illustrate practical applications in enterprise settings. has utilized virtual worlds for , delivering immersive simulations that saved over $250,000 in travel and venue costs for an $80,000 investment in a corporate event. Similarly, piloted immersive platforms in 2024, scaling AR and for customer experiences like product visualizations in digital stores, building on earlier VR initiatives to streamline retail operations. These implementations demonstrate how virtual worlds optimize professional workflows while integrating elements for efficiency.

Healthcare and Therapy

Virtual worlds have emerged as powerful tools in healthcare, particularly for therapeutic applications that leverage immersive environments to treat psychological and physical conditions. within (VR) environments enables controlled simulations of anxiety-provoking scenarios, proving effective for phobias and (). For instance, VR exposure therapy (VRET) for PTSD allows patients to confront trauma-related stimuli in a safe, customizable setting, with randomized controlled trials demonstrating significant symptom reduction comparable to traditional imaginal exposure. Similarly, VRET has shown robust efficacy in treating specific phobias like , with effect sizes indicating lasting anxiety relief. In , virtual worlds serve as distraction mechanisms, redirecting attention from chronic or procedural pain through engaging, multisensory experiences; meta-analyses confirm immersive VR reduces pain intensity by up to 20-30% in acute settings, outperforming standard care. The U.S. () cleared EaseVRx, a VR system for chronic lower using principles, in 2021, with expanded applications by 2024 highlighting its role in non-pharmacological pain relief. Medical simulations in virtual worlds facilitate advanced training and rehabilitation by replicating complex anatomical and procedural scenarios. Surgical training benefits from detailed virtual environments that mimic tissue textures and operative challenges, enhancing precision without risking patients; studies show haptic-enabled VR simulators improve trainee performance by 50% in orthopedic tasks compared to non-haptic models. For rehabilitation, virtual worlds integrate haptic feedback to guide motor recovery, such as in stroke or injury recovery, where interactive simulations promote neuroplasticity and functional gains; clinical evidence indicates haptic VR therapy yields 40-60% improvements in balance and gait for elderly patients over traditional methods. These systems often incorporate real-time physiological monitoring to adjust difficulty, ensuring progressive therapeutic outcomes. FDA approvals for VR rehabilitation devices, including those for physical therapy post-disability, reached dozens by 2024, underscoring their validated safety and efficacy in clinical practice. In mental health, virtual worlds support therapeutic interventions through immersive support groups and mindfulness spaces, fostering emotional regulation in controlled settings. Virtual support groups enable anonymous, accessible peer interactions for conditions like anxiety, while mindfulness VR environments guide users through breathing and visualization exercises, reducing stress markers in randomized trials. By 2025, AI companions integrated into virtual worlds have advanced therapy delivery, providing personalized, 24/7 conversational support for cognitive behavioral techniques; pilot studies report reductions in depressive symptoms among users engaging with AI-driven VR therapy sessions. These AI elements, often embedded in therapeutic platforms, enhance engagement and adherence, with evidence from clinical trials showing superior outcomes over non-immersive apps. Overall, clinical trials across these applications demonstrate 40-60% efficacy improvements in symptom management compared to controls, positioning virtual worlds as a scalable complement to traditional healthcare.

Societal and Ethical Considerations

Privacy and Security

Virtual worlds, encompassing immersive environments like metaverses, pose significant risks due to the continuous tracking of user movements, interactions, and behaviors, which enable detailed behavioral profiling for personalized and services. This pervasive can lead to manipulative practices, as platforms amass vast datasets from biometric inputs, patterns, and social graphs, raising concerns about unauthorized of sensitive attributes such as or states. In the , compliance with the General Data Protection Regulation (GDPR) is mandatory for virtual world operators serving EU users, requiring explicit consent for processing such data, data minimization, and rights to access or erasure, though enforcement challenges persist due to the cross-border nature of these platforms. Security threats in virtual worlds include hacking of user avatars, which can result in unauthorized control over digital representations and associated assets, leading to theft or manipulation within the environment. Distributed denial-of-service (DDoS) attacks target entire virtual platforms, disrupting persistent worlds and causing widespread downtime for millions of users. By 2025, deepfake manipulations in social virtual reality (VR) have emerged as a critical risk, where AI-generated avatars and audio impersonate individuals to perpetrate fraud, harassment, or misinformation in immersive social interactions. These threats are amplified by the integration of real-time sensor data, potentially enabling attackers to derive physical world insights from virtual activities. To mitigate these issues, virtual worlds incorporate privacy tools such as modes, which allow users to mask their real identities through pseudonymous avatars or temporary profiles, reducing in social and exploratory activities. is increasingly applied to in-world chats and voice communications, ensuring that messages remain confidential between participants without platform access to content. Biometric data safeguards, including on-device processing and techniques, help protect sensitive inputs like eye-tracking or data by limiting centralized storage and enabling user-controlled sharing. Notable incidents underscore these vulnerabilities, such as the 2023 Roblox data breach, where a third-party provider exposed personal information of over 4,000 developers, including emails, IP addresses, home addresses, and purchase histories, highlighting risks in ecosystem partnerships. In response, regulatory efforts have intensified; the ' 2025 Virtual Worlds Day initiative issued guidelines emphasizing ethical data handling, privacy safeguards, and international cooperation to secure immersive environments against and cyber threats. These frameworks call for standardized protections in AI-powered virtual spaces, aligning with broader principles to foster secure global adoption.

Inclusivity and Accessibility

Virtual worlds have increasingly incorporated accessibility features to accommodate users with disabilities, ensuring broader participation in immersive environments. For visually impaired individuals, systems like enable real-time natural language queries and modifications in 3D virtual spaces, allowing blind and low-vision users to navigate and interact without visual reliance. Adjustable controls for motor disabilities include customizable input schemes, such as remappable buttons and gesture simplifications, which support users with limited mobility in VR games and simulations. Color-blind modes, featuring high-contrast visuals and alternative color palettes, address deficiencies, making content perceivable for affected users in platforms like environments. Despite these advancements, inclusivity challenges persist, particularly the digital divide that limits hardware access for underserved populations, exacerbating inequalities in regions with poor infrastructure or high VR device costs. Cultural biases in avatar designs and world content often perpetuate , with racialized embodiment experiences leading to "glitches" where non-white avatars face discriminatory interactions or limited customization options reflecting diverse ethnicities. These issues can marginalize users from underrepresented backgrounds, as avatar platforms frequently default to Western-centric body types and features, reinforcing exclusion in virtual social spaces. Diversity initiatives are addressing these gaps through proactive design changes, including gender-neutral avatar options that allow non-binary expressions via fluid customization beyond traditional binaries, fostering self-representation in metaverses. Multilingual support via localization tools breaks language barriers, enabling real-time in virtual interactions to promote global inclusivity. In 2025, pushes for neurodiverse accommodations have gained momentum, with metaverse platforms offering customizable sensory environments—such as adjustable audio levels and reduced visual clutter—to support users with autism or ADHD in immersive settings. Libraries like VALID provide diverse 3D avatars emphasizing inclusion, aiding representation for varied identities. Studies highlight the impact of these efforts on underrepresented groups; for instance, pre-2020 reforms, female participation in U.S. VR user bases hovered around 20%, reflecting broader imbalances in gaming worlds, though initiatives have since boosted representation to 41% by 2023. A of IEEE Conference papers confirmed significant underrepresentation of women as both participants and authors before the 2020s, underscoring the need for equity-focused reforms.

Cultural Representations

In Literature and Film

Virtual worlds have been a recurring motif in literature since the mid-20th century, with seminal works shaping conceptual frameworks for digital realms. William Gibson's 1984 novel introduced the term to describe a consensual hallucination of data accessed through neural interfaces, portraying a gritty, immersive digital landscape where hackers navigate corporate-controlled virtual spaces. This depiction influenced perceptions of virtual environments as extensions of human cognition, blending high-stakes adventure with philosophical inquiries into identity and reality. Similarly, Neal Stephenson's 1992 novel popularized the concept of the envisioning a persistent, shared 3D virtual space accessible via avatars, where social and economic activities mirror the physical world but amplify its absurdities and dangers. These literary innovations established virtual worlds as arenas for exploring human augmentation and societal fragmentation. In film, virtual worlds often serve as allegories for existential dilemmas, with (1999) standing as a landmark exploration of simulated realities. Directed by , the film depicts a dystopian future where humanity is unwittingly trapped in a computer-generated illusion crafted by machines to harvest bioenergy, prompting the protagonist Neo to question the boundaries between authentic existence and fabricated perception. Its iconic "red pill" choice and bullet-time sequences popularized themes of awakening from illusion, influencing public discourse on simulation theory. Extending this into escapism, Steven Spielberg's (2018), adapted from Ernest Cline's novel, portrays the OASIS as a utopian virtual universe in 2045, where users flee a collapsing real world through immersive gaming and social interactions, highlighting the allure of boundless creativity amid physical scarcity. Thematic tropes in these narratives frequently juxtapose dystopian control—where virtual spaces enable surveillance, addiction, or loss of agency—with utopian freedom, offering liberation from bodily and societal constraints. In Neuromancer and The Matrix, cyberspace and simulations represent tools of oppression by powerful entities, yet also sites of rebellion and self-discovery. By 2025, these tropes have evolved in media incorporating AI-generated virtual narratives, such as interactive films and series where algorithms dynamically craft storylines within simulated environments, blurring authorship and enhancing immersion for viewers. A notable 2025 example is the film Uncanny Valley, directed by and starring Natasha Lyonne, which follows a teenage girl whose reality blurs with an augmented reality game, utilizing generative AI in its production to create immersive virtual elements. Such fictional portrayals have profoundly impacted culture, predicting persistent virtual worlds that prefigured technologies like modern VR headsets and social platforms. Works like and inspired developers, including early VR pioneers who cited them as conceptual blueprints for creating interconnected digital spaces. This prescience not only normalized the idea of inhabiting virtual realms but also spurred ethical debates on their societal integration, evident in how concepts from now inform real-world VR applications.

In Art and Media

Virtual worlds serve as dynamic mediums for digital art forms, enabling artists to curate immersive exhibitions beyond physical constraints. Virtual galleries in platforms like Cryptovoxels allow creators to build customizable spaces for displaying (NFT) artworks, where users can host auctions, community events, and interactive viewings of crypto art collections. For example, the Cryptograph Gallery in Cryptovoxels showcases evolving NFT series, while exhibitions such as the Floating Point Gallery have featured VR installations by artists like Antoine Lortie, blending physical and . In , generative art powered by has proliferated in metaverses, where algorithms autonomously produce text, images, and 3D models to populate virtual environments with unique, procedurally generated pieces. This AI-driven approach addresses content creation challenges in metaverses by enabling efficient, scalable artistic output, such as dynamic virtual sculptures that evolve in real-time based on user interactions. Performance media within virtual worlds extends artistic expression through live and recorded immersive experiences, particularly in theater, dance, and music. Virtual reality operas represent a fusion of traditional performance with digital immersion, as demonstrated by "La Magie Opéra" at the Opéra de Paris, a multi-user VR production at the Palais Garnier that guides participants through dreamlike scenes inspired by operas like Tosca and Carmen, featuring arias performed by artists including Renée Fleming and Elīna Garanča. This 25-minute experience, available from May to August 2025 using HTC VIVE Focus 3 headsets, incorporates geolocation and historical exploration of the venue to enhance narrative depth. Similarly, music festivals in metaverse platforms like The Sandbox host virtual events that simulate live concerts, with the Love and Music Festival drawing performers such as Steve Aoki and offering interactive hubs for audience participation, complete with $SAND token rewards and NFT collectibles. Artists leverage specialized tools in virtual worlds to facilitate creation and collaboration, including sculpting software and shared digital canvases. VR sculpting applications like Shapelab provide intuitive, haptic-based interfaces for modeling organic 3D forms, allowing users to craft detailed assets for virtual environments using brush-like tools that mimic physical clay manipulation. These tools support high-resolution texturing and symmetry editing, enabling seamless integration into metaverse platforms for props, characters, and installations. Collaborative canvases further enhance this by permitting multiple participants to contribute to a single artwork in real-time VR sessions, as in systems that combine visual, audio, and haptic feedback for joint painting or mixed-media projects. NFT art sales thrive in these virtual spaces, where blockchain verifies ownership and enables direct peer-to-peer transactions; for instance, Christie's has conducted digital art auctions accepting cryptocurrency and Ethereum bids, extending traditional sales into metaverse galleries. The evolution of art in virtual worlds reflects technological advancements from rudimentary 2000s pixel art to sophisticated immersive 360-degree installations. In the early 2000s, pixel-based creations dominated platforms like Second Life, where blocky, low-resolution graphics fostered experimental, community-driven artworks emphasizing simplicity and accessibility. By the 2010s, this progressed to interactive net art and Web 2.0 integrations, incorporating participatory elements that blurred artist-audience boundaries in virtual spaces. Contemporary developments feature fully enveloping 360-degree installations, such as LED-based spatial videos and VR domes that project art across panoramic environments, allowing viewers to navigate and interact within multidimensional digital realms. This trajectory highlights a shift toward sensory-rich, real-time experiences that expand artistic possibilities in persistent virtual worlds.

Future Prospects

Emerging Technologies

Artificial intelligence and generative tools are revolutionizing procedural world-building in virtual worlds by enabling the automatic creation of expansive, dynamic environments from textual or conceptual inputs. Models derived from , such as advanced diffusion-based architectures, facilitate the generation of detailed landscapes, architectures, and ecosystems in real-time, reducing manual design efforts while enhancing scalability for massive virtual spaces. These tools leverage latent diffusion processes to produce photorealistic or stylized assets, allowing creators to iterate on infinite variations without exhaustive computational resources. For instance, in platforms, generative AI integrates with game engines like Unity to populate worlds procedurally, adapting to user preferences and environmental changes. Complementing this, AI-driven non-player characters (NPCs) are evolving to support dynamic, context-aware interactions that mimic human-like behaviors and conversations. Powered by large language models, these NPCs respond to user inputs in natural language, forming social relationships and adapting to narrative branches within virtual environments. In platforms like Meta's Horizon Worlds, conversational AI NPCs powered by Llama 4 enable scriptable dialogues for adult US users, fostering immersive role-playing and collaborative experiences. Evaluations in VR settings show high perceived realism in NPC intelligence and social dynamics, with believability scores averaging 6.67 out of 10, though challenges like latency (around 7 seconds per interaction cycle) persist for seamless real-time engagement. Advanced interfaces are advancing immersion through haptic feedback and brain-computer interfaces (BCIs). Full-body haptic suits, such as the TESLASUIT 4, employ (EMS) and (TENS) to deliver precise tactile sensations across the torso and limbs, simulating impacts, textures, and environmental forces in VR. Similarly, bHaptics' TactSuit Pro utilizes 32 vibration motors for localized feedback, compatible with over 250 VR titles to enhance sensory realism in gaming and simulations. On the neural front, BCIs like Neuralink's N1 implant allow thought-controlled navigation, enabling users to manipulate cursors, select objects, and traverse virtual spaces at speeds approaching 9 bits per second—comparable to typical keyboard inputs. By mid-2025, clinical trials involved 7 patients demonstrating applications in video games and web browsing, with ongoing expansions including the first implant in November 2025 for broader integration into virtual world controls via upgraded implants. Interoperability standards are emerging to enable seamless cross-platform experiences, with open protocols facilitating the transfer of digital assets like avatars and items between disparate virtual ecosystems. Initiatives such as the Unified Metaverse Standards outline frameworks for , , and asset portability, ensuring compatibility across platforms without proprietary lock-in. By 2026, these protocols are projected to standardize data exchange via blockchain-integrated APIs, allowing users to migrate possessions fluidly and reducing fragmentation in the . This shift toward open architectures supports a unified , where assets retain value and functionality irrespective of the hosting world. Sustainability technologies are addressing the environmental footprint of virtual worlds through energy-efficient rendering and eco-focused simulations. NVIDIA's accelerated computing solutions, including the Blackwell Ultra , achieve up to 50x energy efficiency in AI-driven rendering tasks, minimizing power consumption for real-time in large-scale virtual environments. Techniques like NVLink 5.0 further optimize data transfer at 1.3 picojoules per bit, enabling sustainable operation of immersive simulations. Additionally, technologies support through digital twins and virtual environments that promote energy-efficient behaviors and align with . These advancements, including AI-powered efficiency tools, project 20-30% reductions in energy use by integrating renewables and optimizations for virtual world hosting.

Challenges and Opportunities

Virtual worlds present several key challenges that could hinder their widespread adoption and ethical development. One significant risk is the potential for addiction-like behaviors due to the immersive and rewarding nature of these environments, where users may spend excessive time detached from real-world responsibilities, leading to psychological dependencies similar to those observed in gaming and . The environmental impact of supporting virtual worlds is another concern, as the data centers powering these platforms consume vast amounts of energy and water, contributing to substantial and exacerbating climate challenges. Additionally, regulatory gaps in global metaverses create uncertainties around jurisdiction, , and cross-border enforcement, complicating in decentralized virtual spaces that transcend national boundaries. Despite these obstacles, virtual worlds offer promising opportunities to address pressing global issues. By providing virtual alternatives to physical travel, such as conferences and tourism, they can significantly reduce carbon emissions; for instance, shifting to virtual events has been shown to cut energy use by up to 90% compared to in-person gatherings. These platforms also democratize access to global collaboration, enabling diverse participants from remote or underserved regions to engage in immersive teamwork without geographical or economic barriers, as demonstrated by initiatives like the Global Collaboration Village that foster international problem-solving. Looking ahead, predictions suggest robust growth for virtual worlds, with user bases potentially reaching 2.6 billion by 2030, driven by expanding applications in , work, and social interaction. Integration with technologies further enhances this trajectory by enabling decentralized ownership of digital assets through , allowing users to truly control and monetize their virtual properties and identities. In 2025 reflections, narratives of metaverse "failure" stemming from overhyped early investments are evolving toward recognition of niche successes, particularly in —where immersive markets are projected to reach $69.6 billion by 2030—and , with metaverse-based digital interventions showing effectiveness in treatment while mitigating risks like over-immersion. This balanced outlook underscores the need for targeted advancements to realize virtual worlds' potential without amplifying existing challenges, including future-oriented extensions of protections in collaborative settings.

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