It is 'definition time' in the virtual worlds industry. As this industry is growing, it is becoming more and more important to define categories, to draw border lines - especially between 'games' (bleh) and 'the other worlds', the 'serious stuff'. Check the ongoing discussion over at Metaversed for example or Raph Kosters blog.
I always liked definition games - especially after the third or fourth beer. So here goes my own one (which I had it laying around from a book chapter, which I did a month ago):
The most important 'feature' of a virtual world is, that it should facilitate a sense of immersion, the feeling that I am not sitting in front of my PC's screen, but that I am 'inside' at another place or time, together with other users, which are not physically present with me in physical reality. This is a bad definition, though, as it is terrible subjective.
Fortunately, there are four easily detectable characteristics which are necessary and sufficient to create the feeling mentioned above: Space, Avatars, Consensus and Persistence.
- Space. A virtual world has to present the context in which users are interacting as a kind of 'space' where each object has a location, where there is distance and proximity.
- Identity - the Avatar. In a true virtual world each user is represented by a persona or character, which is usually called an 'avatar' and is controlled by the user (not by software). The avatar is unique and has a certain set of attributes (at least a name, usually a lot more). It has a location inside the virtual worlds space and can be seen by the user and by other avatars which are located in the proximity of this location.
- Consensus. All users at or near a certain location can see the same objects and avatars - from different perspectives, if the platform supports 'perspective' and viewpoints. Any change in the world is reflected in the world view of all users present.
- Persistence. When a user (avatar) changes something in a virtual world, this change is permanent. If the user leaves the world (logs off) and comes back later, the change is still in place (if someone else hasn't reversed it.
This definition is a broad one - intentionally so. It encompasses text based MUDs. It encompasses online games like World of Warcraft, and it certainly encompasses platforms like Second Life, There, Kaneva at al.
The latter type of platforms is actually the smallest one in terms of user base and revenues. Still it seems the most interesting to me. How to define this segment? Easy. Just take away predefined goals and add Freedom (credit goes to Joel Greenberg/Giff Constable and to John Lopez here):
Freedom. A Social (open-ended) Virtual World is a virtual world, in which their are no predefined goals, which the user has to achieve, no artificial barriers the user has to overcome to be able to enjoy his or her 'virtual life' in this world. In an open-ended virtual world users have the freedom to define and pursue their own goals.
That's it. Space, Avatar, Consensus and Persistence are the ingredients of a virtual world. Add Freedom and you get a social, open-ended virtual world.
Some additional thoughts and explanations ...
Technorati Tags: 3d web, second life, virtual worlds, web 3.d
Continue reading "What Makes an Online Platform a 'Virtual World'?" »
Recent Comments
How NOT to implement 'Virtual Shopping'