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History of the Virtual World

History of the Virtual World

The Sensorama machine, a gaming mammoth of the post-mid-20th century is believed to be the predecessor of 3D gaming. Engineered in 1962 when there was little interest in "virtual life", the invention was simply underestimated. Unlike today's internet which merely provides a common platform where individuals from all over the world can share experiences, Sensorama was a showcase of multiple virtual gaming features that are still in use today. From 3D video support to smell and movement detection, the machine's sophisticated user interface has contributed many decent features to modern virtual gaming.

            Time after time, rapid technological advances in electronic gaming have defined the virtual world in more articulate terms. With the introduction of multi-user interface in the virtual gaming, the virtual world came to acquire more elaborate meaning. For instance, the modern day iconic 'avatars' have their root in the shooting game 3D Maze War of 1970's developed by the multi user dungeon techniques (among other technologies like the TENLET command that were in use then.) With these steady advances in technology, the concept of the virtual world has swiftly evolved with the addition of numerous features that enhanced user comfort and convenience.

            The continued development of virtual gaming has of late yielded highly interactive user-computer gaming environments. In an entirely online environment, the avatar is a customizable human representation whose autonomous role is central in linking the human player to the virtual world of gaming. Without the avatar, the whole context would lose its meaning, and rather it is called an online game. Observably, we can firmly infer that the virtual world is "a massively multi-player online game that is rendered in 3D and features customizable avatars that can fully interact with other users or avatars and the surrounding environment".

            The Linden Lab, founded in 1999, was the first to set foot in the virtual gaming arena, most importantly hosting the renowned Second Life game. The gaming giants, being the pioneers and equally competent in innovation, snatched the lucrative niche, therefore catching the attention of gamers by blow. The venture began basically with 'primitars' (later called avatars) as the humanoid characters. Shortly later they rolled out continuous updates, like the addition of Stellar Sunshine in March 2002 among other updates which saw the game reach greater levels of sophistication regarding graphics.

 Further improvements included customization of the names in the 16 regions from the San Francisco streets, expecting to receive wholesome applaud. Conversely, the growing awareness of virtual gaming was neither automatic nor guaranteed, taking into account that there arose controversies about the game that were cleared towards the end of 2013, paving a way to the new era of virtual gaming.

            With continued use and growing numbers of users, Second Life has created a market within itself. What an advancement! Thanks to Linden Dollars. The fascinating feature enables the virtual community to trade their possessions, that is, land and rates from the assets owned in the game for other valuables within or exchange them for United States Dollars. Indeed this is a proof that Second Life has the best-developed 3D gaming capability around the globe.

            Recent statistics regarding the financial transactions between Second Life's virtual world and the real world are mouth-watering. With only about a decade since operation, the platform has seen approximately 3.6 billion United States Dollars spent on the virtual possessions up to 2013, with about 36 million accounts in operation. The 700 square mile virtual landmass records 1.2 million transactions daily, not to mention the 2.1 million virtual possessions on auction and 0.4 million monthly new registrations. Also to note, the virtual entity has engaged over a total of 217 000 years of engagement time by the duly engaged players. The Linden Lab report reveals the narrowed relationship between the real and virtual worlds, credit to the gaming gigs.

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