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Users exploring the world with their avatars in Second Life. A virtual world (also called a virtual space or spaces) is a computer-simulated environment [1] which may be populated by many simultaneous users who can create a personal avatar [2] and independently explore the virtual world, participate in its activities, and communicate with others.
In computing, an avatar is a graphical representation of a user, the user's character, or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons (personal icons, or possibly "picture icons").
In Webfishing, players control an anthropomorphic animal avatar in a 3D world to catch different types of fish. Catching fish earns the player cash, either by completing quests or selling the fish, which can be used to upgrade fishing gear or buy items used to customize the avatar. [4] The game has been favorably compared to the Animal Crossing ...
Virtual communities may synthesize Web 2.0 technologies with the community, and therefore have been described as Community 2.0, although strong community bonds have been forged online since the early 1970s on timeshare systems like PLATO and later on Usenet. Online communities depend upon social interaction and exchange between users online.
The usage at this stage is still very sporadic. The committed status is when a relationship between a person and an online community is established and the person gets fully involved with the community. The inactive status is when an online community has not relevance to a person. The faded status is when a person has begun to fade away from a ...
Online identity has given people the opportunity to feel comfortable in wide-ranging roles, some of which may be underlying aspects of the user's life that the user is unable to portray in the real world. [23] Online identity has a beneficial effect for minority groups, including racial and ethnic minority populations and people with disabilities.
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Second Life is a multiplayer virtual world that allows people to create an avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for personal computers and owned by the San Francisco -based firm Linden Lab , it launched on June 23, 2003 and saw rapid growth for some ...