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A virtual world 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. 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. 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 science fiction , the real world , super heroes , sports , horror , and historical milieus. The most common form of such games are fantasy worlds, whereas those based on the real world are relatively rare. 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. Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text-based chatrooms. Sometimes, emoticons or ‘smilies’ are available to show feeling or facial expression.
Emoticons often have a keyboard shortcut.
In the marketplace of virtual online worlds the pound gorilla is, without doubt, Second Life. But they don’t own the market as much as feature as the poster child. The consequence of that is a small crowd of wannabe’s who have their sights on taking a shot at some kind of market ownership. Simple, because the potential market is enormous. Whichever way you look at it, that is a serious market and one that simply has to attract the attention of product companies from soda manufacturers through toy makers to publishing houses and computer game makers.
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Here at Decentraland, we talk a lot about virtual worlds and building virtual spaces. We care deeply about helping you build and share virtual experiences – all on a public platform. But what makes a virtual world, a real world? Humans are naturally storytellers. The ability to imagine events happening in a separate place, and a separate time, is widely thought to be unique to humans.
It makes sense that as we became better storytellers through painting, music, theater, and literature, we began to place greater emphasis on realism. We wanted to make the experience as immersive, engaging, and memorable as we could. This is something the ancient Greeks took great pride in. They were some of the first to begin experimenting with the use of 3D perspective in their visual art.
The Roman naturalist, Pliny the Elder, wrote at great length about how visual illusions can trick the mind – pulling us into the world of a painting – way back in the first century. Literature, visual art, theater, and film are nothing if not attempts at re-creating snippets of reality. He and his team were the first people to begin experimenting with head mounted displays – not unlike your Oculus or Vive headset, albeit much heavier.