03717nam 22006613 450 991097827070332120250216090301.09783839474624383947462010.1515/9783839474624(CKB)37347891800041(MiAaPQ)EBC31894002(Au-PeEL)EBL31894002(OCoLC)1500761711(DE-B1597)694553(DE-B1597)9783839474624(EXLCZ)993734789180004120250216d2025 uy 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierGaming the Metaverse1st ed.Bielefeld :transcript Verlag,2025.©2025.1 online resource (398 pages)Bild und Bit ;219783837674620 3837674622 Cover -- Table of Contents -- Preface and Acknowledgements -- Metaverse's Modern Prehistory. Utopian Media from the Total Work of Art and Total Cinema to Cyberspace and Holodeck -- Imaginations -- The Metaverse and Other Digital Delusions -- Incarnations of the Metaverse in Science Fiction -- Dreaming the Metaverse. Virtual Worlds as Audiovisual Fantasy -- Body-Crash: "The Impact Will Be Real". On How the Metaverse Could Affect Our Bodies -- Metaverse (Re)Visions. Back to the Future of the Internet -- The Metaverse: What's Now, What's Next -- Achievements -- From Pixels to Emotions. Exploring Atmospheres in Metaverse Art Exhibitions -- Virtual Wonderlands. Insights from NRW-Forum Düsseldorf's WWWFORUM Project: An Interview -- Creating a GTP-3-driven Chatbot for Social Virtual Reality. Quantum Bar -- Let's Play the Metaverse …! Expanded Realities as Transparent Playheads -- Towards a Responsible Metaverse. Digital Fashion, Avatars, and the Promise of Identity in Virtual Worlds -- Akihabara. A Proto-Metaverse -- Contributors.Neal Stephenson’s 1992 novel Snow Crash conceived of the Metaverse as an escapist medium within a dystopian future. By the early 2000s, his vision had evolved into a blueprint for pioneering virtual worlds, notably Second Life. In the 2010s, technology companies—from Meta to Epic Games—recast the Metaverse as the next frontier of digital experience and revenue generation. Now, in the 2020s, the still speculative concept encompasses a convergence of extended reality technologies alongside blockchain systems and artificial intelligence. The contributors bring together leading scholars and industry professionals to examine past “imaginations” and recent “achievements” in the pursuit of the Metaverse. They trace its development through literary, media, and cultural history while exploring current applications and their technical, social, cultural, and economic implications.SOCIAL SCIENCE / Media StudiesbisacshComputer Games.Cultural Studies.Cyberspace.Digital Culture.Digital Media.Media Aesthetics.Media Studies.Media Theory.Media.Metaverse.Popular Culture.Virtual Reality.SOCIAL SCIENCE / Media Studies.Beil Benjamin1789368Freyermuth Gundolf S1221305Hamm Isabelle1789369Ossa Vanessa1274894MiAaPQMiAaPQMiAaPQBOOK9910978270703321Gaming the Metaverse4324888UNINA