Virtual Worlds Info Ebook
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A virtual world is a computer-generated 3-D environment, which allows the user to interact in real time with visual and auditory stimuli, as well as with other users through the use of text, graphics, movement and sound.
An astonishing 600 million people around the world visit a virtual world every single day!.
There are many aspects of life that do not need to take place in physical space anymore, and, quite simply, there is no aspect of living that the virtual world explosion has not embraced, or will not embrace very, very soon.
Now there is a comprehensive, fun to read Virtual Worlds Info ebook overview of the exploding world of virtual reality, “Virtual Worlds: Past, Present and Future,” over 70 illustrated pages of condensed, meticulously researched information which will fill you in on every aspect of this booming new industry and all the ways in which it will touch your life. All this information, in one handy place, for just $29.00.
Consider this. All the work of compiling pertinent information has been done for you, and after you read this Virtual Worlds Info ebook, you will have a real grasp of what this phenomenon is all about. And there is a money-back guarantee. If, after reviewing the Virtual Worlds Info ebook for 60 days, you are not completely satisfied with “Virtual Worlds: Past, Present and Future”, your money will be returned to you with absolutely no hassle!
Over the years, virtual reality has grown from just the gaming world to ever-expanding applications offering everything from general amusement, to education, finance, the health industry, military training, psychology, business strategies, job training and the near-explosive exchange of ideas and information all over the world.
Do you belong to Facebook or MySpace? Then you are already a member of a virtual world. But there are so many other things you must know.
With the Virtual Worlds Info ebook: “Virtual Worlds: Past, Present and Future”. You’ll learn everything you need to know about virtual reality.
Ebook Table of Contents:
Chapter 1: Online Meets Offline in Virtual Worlds
Chapter 2: Common Concepts Shared by All Virtual Worlds
Chapter 3: Types of Virtual Worlds
Chapter 4: Why Do We Love Playing Games?
Chapter 5: Early Gaming
Chapter 6: The Dawn of Virtual Reality
Chapter 7: The World of Virtual Reality and the World of Fantasy
Chapter 8: Other Applications of Virtual Reality in Everyday Life
Chapter 9: Popular Video Games of Today
Chapter 10: Common Terminology
Chapter 11: How to Enter a Virtual World
Chapter 12: Creating Your Avatar
Chapter 13: The Future of Avatars
Chapter 14: From Real Life to Virtual Life
Chapter 15: Come on In; the Economy’s Fine!
Chapter 16: Do You Need to Go Out in the World to See the World?
Chapter 17: How Should I Talk in the Virtual World?
Chapter 18: How Should I Behave?
Chapter 19: The Establishment of Tele-presence, or Being There
Chapter 20: This is your Brain. This is your Brain on VR
Chapter 21: The Simulation Hypothesis
Chapter 22: Staying Safe in the Virtual World
Chapter 23: Keeping your Child Safe in the Virtual Enviroment
Chapter 24: The Dark Side of Virtual Reality: Addiction and Other Dangers
Chapter 25: The Zork Trilogy (1977)
Chapter 26: Ultima Series (1980)
Chapter 27: Final Fantasy Series (1987)
Chapter 28: Doom (1993)
Chapter 29: Myst (1993)
Chapter 30: System Shock (1994)
Chapter 31: Grand Theft Auto Series (1997)
Chapter 32: Metal Gear Solid (1998)
Chapter 33: Deus Ex and the Idea of Immersive Simulation (2000)
Chapter 34: The Sims (2000)
Chapter 35: EVE Online (2003)
Chapter 36: Second Life (2003)
Chapter 37: World of Warcraft (2004)
Chapter 38: Half Life 2 (2004)
Chapter 39: The Nintendo Wii (2005)
Chapter 40: A Glimpse into the Future
Chapter 41: User Generated Content
Chapter 42: Emergent Game Play
Chapter 43: What Can We Expect in the Future?
References and Enhanced Information (*)
(*) BONUS! Get exclusive access to a password protected Virtual Worlds Info web page where you will find 200+ links related with the Virtual Worlds Info ebook.
Ebook Excerpt (Beginning of Chapter 1):
In the midst of the Information Age, a time when technological advances are occurring nearly every second, it shouldn’t be a surprise that we often refer to our real lives as our "offline lives", and time spent on the Internet, in chat rooms, online gaming, and social networking sites as our "online lives".
And really, it all boils down to this. If you’re not terribly satisfied with how your "offline life" has turned out, you can simply rewrite it - to undo the past, recreate yourself, to be the fearless hero you’ve always wanted to be, or the gun-wielding maniac in a virtual shooting game. In virtual realities, you can escape boredom, depression, loneliness, and all the other unpleasant side effects of real life.
"I highly recommend this ebook to anyone with an interest in virtual worlds. Although I've been involved in virtual worlds as a developer for many years I discovered there was much I didn't know, and I found the ebook a delight to read. It's very well organized, easily read, and has a wealth of knowledge. As a superbly comprehensive guide, it takes you through all aspects of virtual world learning. Not only does it serve as a kind of history ebook on virtual worlds with an eye towards the future, it is also an informative guide or 'how to' ebook and has many helpful tips for those involved in all aspects of virtual worlds."
Here it is all, in one Virtual Worlds Info ebook, a comprehensive illustrated guide to virtual reality for the game player, social networker, business person, mom, dad, student or medical patient, bargain-hunter, engineer or home buyer. All for one low, low price, and a 60 days money-back guarantee if you are not completely satisfied!
Within minutes, you can become up-to-date on this rapidly emerging reality. All for just $29.00 when you order Virtual Worlds Info ebook:“Virtual Worlds: Past, Present and Future”.
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