• Entry
  • Reader's guide
  • Entries A-Z
  • Subject index

Virtual worlds are computer-based immersive experiential environments. These worlds commonly manifest as video games or simulations, but neither game play elements nor simulations (as overt interactive experiences) are necessary for a virtual world. Virtual worlds can manifest in two dimensions (e.g., a text-based adventure such as Legends of Zork), but typically virtual worlds as defined more specifically for educational technology are three-dimensional: a multiuser virtual environment (MUVE) platform such as Second Life, or any number of video games experienced from a first-person perspective. A unique blend of these dimensional forms results in a third manifestation of virtual worlds: the isometric platform, such as the popular video game series Civilization, which is a three-dimensional environment rendered in two dimensions using an isometric tiling engine.

Regardless of dimensionality, ...

    • Loading...
    locked icon

    Sign in to access this content

    Get a 30 day FREE TRIAL

    • Watch videos from a variety of sources bringing classroom topics to life
    • Read modern, diverse business cases
    • Explore hundreds of books and reference titles