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For many people online computer games bring to mind the image of young man immersed in a solitary virtual world. But in fact gaming is a inherently social activity, one who brings players together from diverse backgrounds into communities which frequently spill over to the real world. It is much more than just a game. It is a big business which brings with it the very real possibility of social change. My MA dissertation with the title "Intercreativity in Virtual Worlds. Beyond social gaming: What’s really going on?" gives a close look at some collaborative creativity aspects in virtual worlds, analyzing three of the most influential game worlds in the last couple of years: Second Life, World of Warcraft and EVE Online. What are the values the user can achieve by playing socially in a virtual world adaptive also in the real world? How can businesses unveil and benefit from this creative potential? The dissertation includes also an interview with the digital media company Neo@Ogilvy London. If you are interested to read my dissertation, you are very welcome |
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