LEADER 03717nam 22006613 450 001 9910978270703321 005 20250216090301.0 010 $a9783839474624 010 $a3839474620 024 7 $a10.1515/9783839474624 035 $a(CKB)37347891800041 035 $a(MiAaPQ)EBC31894002 035 $a(Au-PeEL)EBL31894002 035 $a(OCoLC)1500761711 035 $a(DE-B1597)694553 035 $a(DE-B1597)9783839474624 035 $a(EXLCZ)9937347891800041 100 $a20250216d2025 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGaming the Metaverse 205 $a1st ed. 210 1$aBielefeld :$ctranscript Verlag,$d2025. 210 4$d©2025. 215 $a1 online resource (398 pages) 225 0 $aBild und Bit ;$v21 311 08$a9783837674620 311 08$a3837674622 327 $aCover -- 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. 330 $aNeal 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. 606 $aSOCIAL SCIENCE / Media Studies$2bisacsh 610 $aComputer Games. 610 $aCultural Studies. 610 $aCyberspace. 610 $aDigital Culture. 610 $aDigital Media. 610 $aMedia Aesthetics. 610 $aMedia Studies. 610 $aMedia Theory. 610 $aMedia. 610 $aMetaverse. 610 $aPopular Culture. 610 $aVirtual Reality. 615 7$aSOCIAL SCIENCE / Media Studies. 700 $aBeil$b Benjamin$01789368 701 $aFreyermuth$b Gundolf S$01221305 701 $aHamm$b Isabelle$01789369 701 $aOssa$b Vanessa$01274894 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910978270703321 996 $aGaming the Metaverse$94324888 997 $aUNINA