Multi-User Worlds


Stephenson, N. (1992). Snow Crash. New York: Bantam Books. ISBN: 0140232923. [Amazon]

Rymaszewski, M., Au, W,J., Wallace, M., Winters, C., Ondrejka, C., & Batstone-Cunningham, B. (2006). Second Life: The Official Guide. London: Hungry Minds Inc / Wiley Publishing, Inc. ISBN: 047009608X. [Amazon]

Bartle, R. (2003). Designing Virtual Worlds. London: Prentice Hall PTR. ISBN: 0131018167. [Amazon]

Damer, B. (1998). Avatars. Berkeley, CA: Peachpit Press. ISBN: 0201688409. [Amazon]

Churchill, E.F., Snowdon, D.N. & Munro, A.J. (eds) (2001). Collaborative Virtual Environments: Digital Places and Spaces for Interaction. London: Springer-Verlang Ltd. ISBN 1-85233-244-1. [Amazon]

Blogs, etc

The Metaverse Roadmap
"What happens when video games meet Web 2.0? When virtual worlds meet geospatial maps of the planet? When simulations get real and life and business go virtual? When you use a virtual Earth to navigate the physical Earth, and your avatar becomes your online agent? What happens is the metaverse.
Taking its name from the immersive virtual world imagined by Neal Stephenson in his visionary novel, Snow Crash, the Metaverse Roadmap (MVR) is the first public ten-year forecast and visioning survey of 3D Web technologies, applications, markets, and potential social impacts. Areas of exploration include the convergence of Web applications with networked computer games and virtual worlds, the use of 3D creation and animation tools in virtual environments, digital mapping, artificial life, and the underlying trends in hardware, software, connectivity, business innovation and social adoption that will drive the transformation of the World Wide Web in the coming decade.
The MVR explores multiple pathways to the 3D enhanced web, not a single path to a "3D-only" web. An array of 3D web enhancements are emerging, visual extensions to the participatory web technologies now sweeping the online world. "
and the Metaverse Roadmap wiki:

Terra Nova [blog]
"Terra Nova is a collaborative weblog experiment. It is about an emerging social phenomenon called 'virtual worlds'—computer-generated, persistent, immersive, and representational social platforms. Currently, the most popular virtual worlds are massively multiplayer online roleplaying games (MMORPGs), such as Everquest and Star Wars Galaxies. However, there are many other old and new varieties of virtual worlds. Posts at Terra Nova will offer news and opinions regarding the social, economic, legal, psychological, and political aspects of these worlds. We will feature scholarship, insights, and data relevant to the study of virtual worlds."

Taunt [blog]

Virtual Worlds Review
[Link verified and viewed 23 Feb 2005]

[Link verified and viewed 01 Dec 2006]

Churchill, E.F., Snowdon, D.N. & Munro, A.J. (eds) (2001). Collaborative Virtual Environments: Digital Places and Spaces for Interaction. Full text of introductory chapter online at:
[Link verified and viewed 21 Sept 2006]

and see the article at:
[Link verified and viewed 23 Feb 2005]