Abstract
With research and technology advances in networking and computer graphics, cooperative virtual environments (CVEs), 3D virtual worlds, which can be used by multiple persons that are represented in the virtual world through avatars, are becoming increasingly popular. In this short position paper we discuss whether or not CVEs are a lasting phenomenon with impact on eCollabopration practice and CSCW research or just an isolated phenomenon in the gaming community. In doing so, this paper outlines four application areas that CVEs are successful in (games, leisure, education, business) and presents opportunities, risks and research challenges that are associated with using CVEs as eCollaboration tools.
Similar content being viewed by others
Notes
http://eu.blizzard.com/en/press/081223.html (accessed August 25, 2009)
http://secondlife.com/statistics/economy-data.php (accessed August 25, 2009)
http://secondlife.com/ (accessed August 25, 2009)
http://www.whyville.net/smmk/nice (accessed August 25, 2009)
http://www.duke.edu/~julian/Cobalt/Home.html (accessed August 25, 2009)
https://lg3d-wonderland.dev.java.net/ (accessed August 25, 2009)
References
Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Building an MMO with mass appeal—a look at gameplay in World of Warcraft. Games and Culture, 1(4), 281–317.
Fabri, M., Moore, D. J., & Hobbs, D. J. (1999). The emotional avatar: Non-verbal communication between inhabitants of collaborative virtual environments. In Gesture-Based Communication in Human-Computer Interaction (pp. 269–273), Springer.
Hagsand, O. (1996). Interactive multiuser VEs in the DIVE system. IEEE Multimedia, 3(1), 30–39.
Livingston, D., & Kemp, J. (2006). Proceedings of the second life education workshop at the second life community convention. http://www.simteach.com/SLCC06/slcc2006-proceedings.pdf. Accessed August 25, 2009.
Mayo, M. J. (2009). Video games: a route to large-scale STEM education? Science, 323(5910), 79–82.
Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. CyberPsychology & Behavior, 8(2), 110–113.
Vasalou, A., Joinson, A. N., & Pitt, J. (2007). Construction my online self: Avatars that increase self-focused attention. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 445–448), ACM.
Author information
Authors and Affiliations
Corresponding author
Additional information
Responsible editor: Kai Riemer
Rights and permissions
About this article
Cite this article
Pinkwart, N., Olivier, H. Cooperative virtual worlds—a viable eCollaboration pathway or merely a gaming trend?. Electron Markets 19, 233–236 (2009). https://doi.org/10.1007/s12525-009-0022-2
Published:
Issue Date:
DOI: https://doi.org/10.1007/s12525-009-0022-2