Living and Dying in a Virtual World


Book Description

This book takes readers into stories of love, loss, grief and mourning and reveals the emotional attachments and digital kinships of the virtual 3D social world of Second Life. At fourteen years old, Second Life can no longer be perceived as the young, cutting-edge environment it once was, and yet it endures as a place of belonging, fun, role-play and social experimentation. In this volume, the authors argue that far from facing an impending death, Second Life has undergone a transition to maturity and holds a new type of significance. As people increasingly explore and co-create a sense of self and ways of belonging through avatars and computer screens, the question of where and how people live and die becomes increasingly more important to understand. This book shows how a virtual world can change lives and create forms of memory, nostalgia and mourning for both real and avatar based lives.




The Metaverse


Book Description

An FBI Agent more comfortable hunting criminals the old fashioned way. A brilliant scientist who kills using Virtual Reality. And an Artificial Intelligence with an agenda of its own.The Metaverse, more than the "internet of things," is a place where humankind has devised a way to comfortably and seamlessly merge the biologic and the digital to the point that neither is readily distinguishable from the other. As people in ever greater numbers choose to live, work and play "In World," so too do those who prey on their fellow man. The Metaverse is a fast-paced Crime Thriller that takes place in the not too distant future with technology that even now is a part of our world.




NXT A Virtual Reality Dying for Your Sanity


Book Description

Trapped in a virtual asylum, Echo Turner (17) must face parts of her past and darkening mind before it's too late. But when an evil doctor takes his power to the next level, the patients (herself included) all suffer for his greed. But who would care about a group of seemingly chaotic and dangerous people? X does. A black hat hacker group whom take down the real criminals, such as the doctor for his crimes against humanity and his lies about those involved in his program--NXT: A Virtual Reality. This futuristic novel will surely be one you'll never forget. How much is one willing to sacrifice for the sake of freedom? PERFECTION COMES AT A COST: ONE'S OWN SANITY NXT is a system built using virtual reality as a way to get inside someone's mind and see what makes them tick. It is often used as a way to "cure" an individual of their past, traumas, and anything else seen as a potential threat. For fans of the Otherworld, Ready Player One, and Legion series comes a mind-altering, action-packed story of dark realization, betrayal, and ultimate human sacrifice in the name of science. Clyde Jackson made it his mission to secure the sanctity of humanity once Doctor Wyatt took over his parents' program. Through many successes, came one difficult case. It wasn't until later he learned the horrifying truth that was kept from them all. NXT is about the mind-altering adventure of Echo Turner as she battles for freedom in a near-future world designed for rebuilding one's sanity. Worse still, it is rather used to psychologically torture, hunt, and prey upon anyone who has entered this inescapable prison. Many don't survive... Many more won't... This is a roller-coaster ride of an exhilarating battle between one's own memory, and one's true reality. "Otherworld" meets "Ready Player One". This cutting-edge Cyberpunk Thriller is a unique blend of innovative Science Fiction, nail-biting Suspense, and a splash of Mystery. Perfect for fans of ideological concepts, virtual worlds, and near- possible futuristic technologies.




Living + Dying INbetween the Real + the Virtual


Book Description

Reality isn't what is sused to be. As the world moves increasingly from the real to the virtual, the question emerges, who do we want to be as humans? The amount of time spent on devices is taking more of our time from the real world as we 'fast forward' to the virtual future. As we transform our work, play, living, education, and retail lifestyle, so too must architecture react and redefine the very nature of our public and private spaces. The challenge of our time is to learn to navigate INBetween these multiple realities on the spectrum between the real and the virtual world. As we progressively accept the technological advances in medicine that enhance our bodies, society will also begin to accept moving into the experiential, three-dimensional space of the virtual METAVERSE. This book presents a three-year exploration, research, and case studies for expanding the tools of architecture for creating within this new reality for Living + Dying INBetween the Real and the Virtual World.




Digital Death


Book Description

This fascinating work explores the meaning of death in the digital age, showing readers the new ways digital technology allows humans to approach, prepare for, and handle their ultimate destiny. With DeadSocialTM one can create messages to be published to social networks after death. Facebook's "If I Die" enables users to create a video or text message for posthumous publication. Twitter _LIVESON accounts will keep tweeting even after the user is gone. There is no doubt that the digital age has radically changed options related to death, dying, grieving, and remembering, allowing people to say goodbye in their own time and their own unique way. Drawing from a range of academic perspectives, this book is the only serious study to focus on the ways in which death, dying, and memorialization appear in and are influenced by digital technology. The work investigates phenomena, devices, and audiences as they affect mortality, remembrances, grieving, posthumous existence, and afterlife experience. It examines the markets to which the providers of such services are responding, and it analyzes the degree to which digital media is changing views and expectations related to death. Ultimately, the contributors seek to answer an even more important question: how digital existences affect both real-world perceptions of life's end and the way in which lives are actually lived.




Living Virtually


Book Description

Virtual worlds are most often three dimensional locales, where people create virtual personae (called avatars) who come to play, socialize, and work. This edited collection of groundbreaking research on virtual worlds offers a wide-ranging look at the sociology, politics, and communication practices in virtual worlds from a group of scholars in the United States and abroad.




Virtual Death


Book Description

Lydia is a death artist who has flatlined for fame and fortune in vast arenas and underground clubs. She has died more times than anyone alive, and then got out of the game. But Lydia is a legend, and legends' lives are not their own. So Lydia has agreed to end it all one more time in the big comeback that could be her last.




Exodus to the Virtual World


Book Description

Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.




Your Life In The Metaverse


Book Description

Imagine a world where you pull on a headset, and everything you need is right there - in full, 3D virtual reality. Whether shopping, working, or playing a sport, contacting your friends or visiting a museum, you can do it all sitting right where you are, and it will look and feel almost like you're doing it for real. Welcome to the metaverse. From the award winning writer Gideon Burrows comes this easy to understand guide to everything you need to know about the metaverse. You may have heard the word, but you may not yet know that the metaverse will affect every part of you and your family's life: from the ways you learn and work, to how you play, socialize, explore, communicate and relax. Facebook's Mark Zuckerberg changed the name of his company to Meta, saying that his social media too was now a metaverse platform. He's recruiting 10,000 new programmers to work on virtual reality experiences alone. For nearly thirty years, novelists, gamers and film producers have been developing the idea of an all encompassing 3D virtual space. With humour and just the right amount of non-technical detail, Gideon Burrows leads you through what to expect from the metaverse, what it will look like, and what will need to think about to make the most of the platform. As well as how to protect your privacy, data, mental and physical health in a world when we spend almost every waking hour online. What is the metaverse? The metaverse is the future of the internet, social media, entertainment, shopping and much more, all rolled into one all-encompassing online platform. Imagine cross between eBay, Fortnite, Amazon, Facebook, WhatsApp and BitCoin, all working together at the same time, to meet your every need in virtual reality 3D form. Remember The Matrix? Terminator? Ready Player One? Perhaps you're familiar with Black Mirror or Snow Crash, or any number of futuristic novels that feature an alternative futuristic technical world. Those worlds are now becoming reality. Through virtual reality headsets, through computers, through sensory gloves and 3D screens, you will be able to join a business meeting. Learn at school and college. Access your news and opinions. Share your ideas and hobbies. Communicate with friends. Create. Design, Sell, earn, buy, and lose real and virtual money. But the metaverse is not without controversy. This book guide you and your family through the good and the not-so-good, including questions about your privacy, your data, human rights, bullying and extremism.




Death by Video Game


Book Description

"The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers—which, in fact, he is." —Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, a twenty-three-year-old student was found dead at his keyboard in an internet café while the video game he had been playing for three days straight continued to flash on the screen in front of him. Trying to reconstruct what had happened that night, investigative journalist Simon Parkin would discover that there have been numerous other incidents of "death by video game." And so begins a journey that takes Parkin around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism: the New York surgeon attempting to break the Donkey Kong world record . . . the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world . . . the German hacker who risked prison to discover the secrets behind Half-Life 2 . . . Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind—except for when it’s not.