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Gaming the Metaverse
OAPEN Author

Gaming the Metaverse

Author / Organization:
Humanities & Social Sciences Published 2025 Verification Pending

Overview & Synopsis

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.

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Indexed from repository: OAPEN Library (www.oapen.org)

Document Information

Document Title Gaming the Metaverse
Author / Organization OAPEN Author
Subject & Discipline Media Studies
Categories Humanities & Social Sciences
Publication Year 2025
License / Rights Open Access / Creative Commons
Resource Verification Listed PDF (Verification Pending)
Original Host Website OAPEN Library (www.oapen.org)
File Format application/pdf (Portable Document Format)
Language EN
Catalog ID DOC-13350
Original Source Link Visit Source Page on www.oapen.org »