Making a Metaverse That Matters

Making a Metaverse That Matters
Author: Wagner James Au
Publisher: John Wiley & Sons
Total Pages: 253
Release: 2023-05-16
Genre: Computers
ISBN: 1394155824

An up-close account from the world’s first metaverse-embedded reporter In Making a Metaverse That Matters: From Snow Crash & Second Life to A Virtual World Worth Fighting For, the celebrated author of The Making of Second Life and Game Design Secrets, Wagner James Au, delivers an engrossing exploration of how nascent metaverse platforms have already captured the imagination of millions. Featuring powerful stories and dozens of incisive interviews with insiders including Metaverse creator Neal Stephenson himself, the author uses his unique, grassroots-level perspective as the first reporter embedded in a metaverse platform. Readers will learn about: How to understand and define the Metaverse and cut through the many myths and misconceptions around it. A behind-the-scenes account of launching Second Life, the first metaverse platform to achieve mainstream awareness, and what its many controversies teach us. Where current platforms Meta, Roblox, Fortnite, VRChat, and Lamina1, Neal Stephenson’s own metaverse startup, fit in the ecosystem. How to address the many dangers inherent in the Metaverse before it becomes central to the Internet. Perfect for XR industry members and indie creatives, Making a Metaverse That Matters is also for tech professionals, virtual world communities, and anyone interested in the future of culture and commerce.

The Making of Second Life

The Making of Second Life
Author: Wagner James Au
Publisher: Harper Collins
Total Pages: 306
Release: 2009-10-13
Genre: Business & Economics
ISBN: 0061747246

The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own—very real—economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content. What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases—currently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life. Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where many believe that user-created worlds like Second Life will become the Net's next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au's story is narrated from both within the corporate offices of Linden Lab, Second Life's creator, and from within Second Life itself, revealing all the fascinating, outrageous, brilliant, and aggravating personalities who make Second Life a very real place­—and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally), the transformations they underwent, the empires of land and commerce they developed, and above all, the collaborative creativity that makes their society an imperfect utopia, better in some ways than the one beyond their computer screens.

Game Design Secrets

Game Design Secrets
Author: Wagner James Au
Publisher: John Wiley & Sons
Total Pages: 336
Release: 2012-09-19
Genre: Computers
ISBN: 1118416465

Design great Facebook, iOS, and Web games and learn from the experts what makes a game a hit! This invaluable resource shows how to put into action the proven design and marketing techniques from the industry's best game designers, who all started on a small scale. The book walks novice and experienced game designers through the step-by-step process of conceptualizing, designing, launching, and managing a winning game on platforms including Facebook, iOS, and the Web. The book is filled with examples that highlight key design features, explain how to market your game, and illustrate how to turn your design into a money-making venture. Provides an overview of the most popular game platforms and shows how to design games for each Contains the basic principles of game design that will help promote growth and potential to generate revenue Includes interviews with top independent game developers who reveal their success secrets Offers an analysis of future trends that can open (or close) opportunities for game designers Game Design Secrets provides aspiring game designers a process for planning, designing, marketing, and ultimately making money from new games.

The Metaverse: And How It Will Revolutionize Everything

The Metaverse: And How It Will Revolutionize Everything
Author: Matthew Ball
Publisher: Liveright Publishing
Total Pages: 293
Release: 2022-07-19
Genre: Technology & Engineering
ISBN: 1324092041

INTERNATIONAL BESTSELLER — United States, Canada, United Kingdom, and China (Wall Street Journal, Associated Press, Nielsen Bookscan, Publishers Weekly, USA Today, Toronto Star, Globe & Mail, BookNet Canada, Bookseller.com, Bookdao/Nielsen, JD, DangDang) Tim Sweeney (CEO of Fortnite-maker Epic Games): “Matthew Ball’s essays have defined, analyzed, and inspired the Metaverse for years. His book is an approachable and essential guide to the strategic, technical, and philosophical foundations of this new medium.” Derek Thompson (Atlantic staff writer and national best-selling author of Hit Makers): “This book feels like a rare achievement: a definitive statement about an emerging phenomenon that could shape the digital world, the global economy, and the very experience of human consciousness.” From the leading theorist of the Metaverse comes the definitive account of the next internet: what the Metaverse is, what it will take to build it, and what it means for all of us. The term “Metaverse” is suddenly everywhere, from the front pages of national newspapers and the latest fashion trends to the plans of the most powerful companies in history. It is already shaping the policy platforms of the US government, the European Union, and the Chinese Communist Party. But what, exactly, is the Metaverse? As pioneering theorist and venture capitalist Matthew Ball explains, it is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences, and also underpin much of the physical world. For decades, these ideas have been limited to science fiction and video games, but they are now poised to revolutionize every industry and function, from finance and healthcare to education, consumer products, city planning, dating, and well beyond. Taking us on an expansive tour of the “next internet,” Ball demonstrates that many proto-Metaverses are already here, such as Fortnite, Minecraft, and Roblox. Yet these offer only a glimpse of what is to come. Ball presents a comprehensive definition of the Metaverse before explaining the technologies that will power it—and the breakthroughs that will be necessary to fully realize it. He addresses the governance challenges the Metaverse entails; investigates the role of Web3, blockchains, and NFTs; and predicts Metaverse winners and losers. Most importantly, he examines many of the Metaverse’s almost unlimited applications. The internet will no longer be at arm’s length; instead, it will surround us, with much of our lives, labor, and leisure taking place inside the Metaverse. Bringing clarity and authority to a frequently misunderstood concept, Ball foresees trillions of dollars in new value—and the radical reshaping of society.

Snow Crash

Snow Crash
Author: Neal Stephenson
Publisher: Penguin UK
Total Pages: 362
Release: 1994-10-27
Genre: Fiction
ISBN: 0141924047

THE 30th ANNIVERSARY EDITION WITH NEW, NEVER-BEFORE-PUBLISHED MATERIAL After the Internet, what came next? Enter the Metaverse - cyberspace home to avatars and software daemons, where anything and just about everything goes. Newly available on the Street - the Metaverse's main drag - is Snow Crash. A cyberdrug that reduces avatars in the digital world to dust, but also infects users in real life, leaving them in a vegetative state. This is bad news for Hiro, a freelance hacker and the Metaverse's best swordfighter, and mouthy skateboard courier Y. T.. Together, investigating the Infocalypse, they trace back the roots of language itself to an ancient Sumerian priesthood and find they must race to stop a shadowy virtual villain hell-bent on world domination. In this special edition of the remarkably prescient modern classic, Neal Stephenson explores linguistics, computer science, politics and philosophy in the form of a break-neck adventure into the fast-approaching yet eerily recognizable future. 'Fast-forward free-style mall mythology for the twenty-first century' William Gibson 'Brilliantly realized' New York Times Book Review 'Like a Pynchon novel with the brakes removed' Washington Post 'A remarkably prescient vision of today's tech landscape' Vanity Fair

Reality+: Virtual Worlds and the Problems of Philosophy

Reality+: Virtual Worlds and the Problems of Philosophy
Author: David J. Chalmers
Publisher: W. W. Norton & Company
Total Pages: 544
Release: 2022-01-25
Genre: Philosophy
ISBN: 0393635813

A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality; that’s the central thesis of Reality+. In a highly original work of “technophilosophy,” David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even be in a virtual world already. Along the way, Chalmers conducts a grand tour of big ideas in philosophy and science. He uses virtual reality technology to offer a new perspective on long-established philosophical questions. How do we know that there’s an external world? Is there a god? What is the nature of reality? What’s the relation between mind and body? How can we lead a good life? All of these questions are illuminated or transformed by Chalmers’ mind-bending analysis. Studded with illustrations that bring philosophical issues to life, Reality+ is a major statement that will shape discussion of philosophy, science, and technology for years to come.

VRx

VRx
Author: Brennan Spiegel
Publisher: Basic Books
Total Pages: 271
Release: 2020-10-06
Genre: Psychology
ISBN: 1541699750

A leading doctor unveils the groundbreaking potential of virtual medicine. Brennan Spiegel has spent years studying the medical power of the mind, and in VRx he reveals a revolutionary new kind of care: virtual medicine. It offers the possibility of treating illnesses without solely relying on intrusive surgeries or addictive opioids. Virtual medicine works by convincing your body that it's somewhere, or something, it isn't. It's affordable, widely available, and has already proved effective against everything from burn injuries to stroke to PTSD. Spiegel shows how a simple VR headset lets a patient with schizophrenia confront the demon in his head, how dementia patients regain function in a life-size virtual town, and how vivid simulations of patients' experiences are making doctors more empathic. VRx is a revelatory account of the connection between our bodies and ourselves. In an age of overmedication and depersonalized care, it offers no less than a new way to heal.

Digital for Good

Digital for Good
Author: Richard Culatta
Publisher: Harvard Business Press
Total Pages: 232
Release: 2021-07-20
Genre: Education
ISBN: 1647820170

Kids deserve a better digital future. Help them create it. When it comes to raising children in a digital world, every parent feels underprepared and overwhelmed. We worry that our children will become addicted to online games, be victims of cyberbullying, or get lost down the rabbit hole of social media. We warn them about all the things they shouldn't do online, but we don't do nearly enough to teach them the skills of digital well-being. It's time to start a new conversation. In Digital for Good, EdTech expert Richard Culatta argues that technology can be a powerful tool for learning, solving humanity's toughest problems, and bringing us closer together. He offers a refreshingly positive framework for preparing kids to be successful in a digital world—one that encourages them to use technology proactively and productively—by outlining five qualities every young person should develop in order to become a thriving, contributing digital citizen: Be balanced: understand when and how much tech use is healthy Stay informed: discern between true and false information Be inclusive: treat others with respect and kindness online Be engaged: use tech to strengthen family relationships and community connections Stay alert: exercise caution and create safe digital spaces for others This practical guide will help parents and children discover the path to becoming effective digital citizens, all while making our online world a better place.

Virtual & Augmented Reality For Dummies

Virtual & Augmented Reality For Dummies
Author: Paul Mealy
Publisher: John Wiley & Sons
Total Pages: 356
Release: 2018-06-08
Genre: Computers
ISBN: 1119481422

An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.

Move Fast and Break Things

Move Fast and Break Things
Author: Jonathan Taplin
Publisher: Little, Brown
Total Pages: 238
Release: 2017-04-18
Genre: Business & Economics
ISBN: 0316275743

The book that started the Techlash. A stinging polemic that traces the destructive monopolization of the Internet by Google, Facebook and Amazon, and that proposes a new future for musicians, journalists, authors and filmmakers in the digital age. Move Fast and Break Things is the riveting account of a small group of libertarian entrepreneurs who in the 1990s began to hijack the original decentralized vision of the Internet, in the process creating three monopoly firms -- Facebook, Amazon, and Google -- that now determine the future of the music, film, television, publishing and news industries. Jonathan Taplin offers a succinct and powerful history of how online life began to be shaped around the values of the men who founded these companies, including Peter Thiel and Larry Page: overlooking piracy of books, music, and film while hiding behind opaque business practices and subordinating the privacy of individual users in order to create the surveillance-marketing monoculture in which we now live. The enormous profits that have come with this concentration of power tell their own story. Since 2001, newspaper and music revenues have fallen by 70 percent; book publishing, film, and television profits have also fallen dramatically. Revenues at Google in this same period grew from $400 million to $74.5 billion. Today, Google's YouTube controls 60 percent of all streaming-audio business but pay for only 11 percent of the total streaming-audio revenues artists receive. More creative content is being consumed than ever before, but less revenue is flowing to the creators and owners of that content. The stakes here go far beyond the livelihood of any one musician or journalist. As Taplin observes, the fact that more and more Americans receive their news, as well as music and other forms of entertainment, from a small group of companies poses a real threat to democracy. Move Fast and Break Things offers a vital, forward-thinking prescription for how artists can reclaim their audiences using knowledge of the past and a determination to work together. Using his own half-century career as a music and film producer and early pioneer of streaming video online, Taplin offers new ways to think about the design of the World Wide Web and specifically the way we live with the firms that dominate it.