Virtual worlds are digital spaces that allow users to interact with each other and the environment. Originating even before the advent of computers, concepts of virtual worlds have been explored by individuals like the Roman naturalist, Pliny the Elder, and cinematographer, Morton Heilig. These worlds can be created to depict real, fantasy, or historical settings and offer immersive experiences by engaging users both mentally and emotionally. Communication within these spaces is typically through text, but options for real-time voice interaction are also available. The development of virtual worlds has been significantly influenced by the gaming industry but they aren’t just limited to games. Users can personalize their interaction through avatars, which can be either textual, graphical, or live video. These virtual environments often mimic real-world rules like gravity and topography. Virtual worlds provide a platform for activities like ordinateur[2] conferencing and chatrooms, enhancing the overall user experience[1].
A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds.
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. 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, horroret historical milieus. 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. Media studies professor Edward Castronova used the term "synthetic worlds" to discuss individual virtual worlds, but this term has not been widely adopted.
Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text-based chatrooms.