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Virtual Worlds Overview
DC Field | Value | Language |
---|---|---|
dc.contributor.author | McCormick, Debbie | - |
dc.date.accessioned | 2016-04-01T02:01:28Z | - |
dc.date.available | 2016-04-01T02:01:28Z | - |
dc.date.issued | 2008 | - |
dc.identifier.citation | 외국어교육연구, Vol.11, pp. 31-35 | - |
dc.identifier.issn | 1229-5892 | - |
dc.identifier.uri | https://hdl.handle.net/10371/95918 | - |
dc.description.abstract | The convergence of open source content creation tools, gaming technology and the
evolution of text-based Multi-User Virtual Environments (MUVEs) has facilitated the evolution of the genre now commonly referred to as „virtual worlds‟. Today these „worlds‟ feature rich, realistic graphical environments where participants interact, and sometimes create, fantasy realms that attract participants of various ages, cultures and genders. | - |
dc.language.iso | en | - |
dc.publisher | 서울대학교 외국어교육연구소 | - |
dc.title | Virtual Worlds Overview | - |
dc.type | SNU Journal | - |
dc.citation.journaltitle | 외국어교육연구(Foreign Language Education Research) | - |
dc.citation.endpage | 35 | - |
dc.citation.pages | 31-35 | - |
dc.citation.startpage | 31 | - |
dc.citation.volume | 11 | - |
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