Index
Leighton Evans
(Swansea University, UK)
Jordan Frith
(Clemson University, USA)
Michael Saker
(City, University of London, UK)
ISBN: 978-1-80455-022-9, eISBN: 978-1-80455-021-2
Publication date: 12 October 2022
This content is currently only available as a PDF
Citation
Evans, L., Frith, J. and Saker, M. (2022), "Index", From Microverse to Metaverse, Emerald Publishing Limited, Leeds, pp. 109-113. https://doi.org/10.1108/978-1-80455-021-220221011
Publisher
:Emerald Publishing Limited
Copyright © 2022 Leighton Evans, Jordan Frith, and Michael Saker. Published under exclusive licence by Emerald Publishing Limited
INDEX
Affective atmosphere
, 37
Altspace
, 29–30, 69
Apex Legends
, 35–36
App Tracking Transparency (ATT)
, 7
Apple
, 1, 8, 17
app tracking transparency
, 7–9
Apple Fitness+
, 79
Apple Watch
, 81
Art museums
, 54
Audience participation
, 68, 70–71, 73
Augmented reality (AR)
, 2, 53
Avatar
, 19, 22, 29–31, 37–38, 57, 86
avatar-based interactions
, 30
Baker, Robert
, 65–66, 75–76
Beeple
, 54
Bell, Genevieve
, 15
Berners-Lee, Tim
, 26–27
Bigscreen VR
, 69
Bioshock game series
, 35
Bitcoin
, 51–52, 55–56
Blade Runner
, 17
Blockchain
, 50, 52, 55–56
Bogost, Ian
, 35
Bollmer, Grant
, 63, 71
Box VR
, 75–76
Cambridge Analytica
, 26–27, 82
Capitalism
, 42–43
Capitalistic desire
, 80–81
Christie’s
, 51–52, 54
Cinema
, 69
Cline, Ernest
, 15, 17, 20
Co-operative online games
, 35–36
Coextensive space
, 80
Coital imperative
, 62–63
Collaborative virtual environments (CVE)
, 29–30
Colonialisation
, 42–43
Columbus
, 42–43
Commerce
, 49–50
blockchain, cryptocurrency and NFTs
, 50–52
in metaverse
, 52–55
Computational worlds
, 53
Computer games
, 42–43
Consumers
, 44–45
Contiguous identities
, 82
Corporate platforms
, 45
COVID-19 pandemic
, 58
Creed Rise to Glory
, 75–76
Cryptocurrency
, 50, 52
Crystal Palace
, 15–16
Culture of gaming
, 33
Cyberpunk
, 18
Cyberspaces
, 12–13, 18
Data assemblages
, 39, 79
Datafication
, 64, 77
Dating
, 57–58
Dating sphere
, 58–59
Debord, Guy
, 72
Decentreland
, 49–50
Desire
, 58, 60–61
Dick Tracy
, 17
Digital billboards
, 17
Digital derivative
, 54–55
Digital games
, 36–39, 43
Digital items
, 49–54
Digital labour
, 76, 79
Digital media
, 2–3, 7–8, 58, 68, 85–86
Digital oil
, 26–27
Digital self-tracking devices
, 78–79
Digital space
, 5, 22, 25, 54, 76
Digital technologies
, 66, 76
Digital tracking devices
, 76
Dislocated
, 69
Elder Scrolls Online, The
, 35–36
Embodiment
, 30, 36, 60, 63
Empathy
, 59–60, 71–72
Empathy machine
, 63
Engineering research
, 17
Entertainment
, 66
challenges of immersive entertainment
, 71–72
changing face
, 66–68
VR and immersive entertainment
, 69–71
Epic Games
, 1–2
Escapism
, 66, 72
EVE Online
, 35–36
Experiential world
, 25
Eye tracking
, 27
Facebook
, 1–2, 6–7, 25–27, 45, 51, 71–72, 78, 82
Facebook Files
, 9–10
Facebook Papers
, 1, 7, 9, 12
Facebook phone
, 8
Farman, Jason
, 39
Feudalism
, 27
Financial algorithms
, 28
Fit XR
, 75–76
Fitbit
, 81
Fitness
, 75
in metaverse
, 80–82
self-tracking and quantified self
, 77–79
Fortnite
, 35–37, 39
Free labour
, 27–28, 48, 77–78
Fuchs, Christian
, 25–26, 45–46
GamerGate
, 33, 40
Games
, 33, 37, 43
Gaming culture
, 40
Gaming microverses
, 33–34
Gaming worlds. See also Social worlds
, 33, 35, 37
gaming culture
, 40
worldhood and emotional attachment in games
, 37–39
Gibson, William
, 3–4, 16–18, 20
Google
, 45
Granular data
, 81, 83
Great Exhibition
, 16
Grimes, Sara
, 46
GTA Online
, 35–36
Guardian System
, 75
Halcyon days of VR
, 5–6
Halliday, James
, 20
Hayles, Katherine
, 5
HCI research
, 17
Head-mounted displays (HMD)
, 29–30
Hologram technology
, 17
Horizons
, 25, 31–32, 41–42
Households
, 67–68
HTC Vive
, 6, 31
“Hyperreal” pornography
, 60–61
IKEA Place
, 53
Immersion
, 5, 15–16, 36, 69
Immersive entertainment
, 69–71
challenges of
, 71–72
Immersivity
, 69
Innovative Online Corporation (IOI)
, 20
Instagram
, 1–2, 9
Internet
, 87
Intimacy
, 57–58, 60–61
platformisation
, 58
Isbister, Katherine
, 37–39
Jenkins, Henry
, 43–45
Kinsley, Sam
, 29
Lanier, Jaron
, 5, 27
League of Legends
, 35–36
Leisure
, 58, 77–78, 83
LGBTQ+ community
, 30
Live performance
, 6–7, 13, 69–70
Ludification
, 34–35
Ludology
, 83
Lupton, Deborah
, 39, 76–78
Massive Multiplayer Online Role-Playing Games (MMORPGs)
, 33, 35–36
Memory
, 29
Meta
, 1–2, 26–27, 45–46, 49, 57, 64–66, 71–72, 87–88
business model
, 8
metaverse
, 4–7
platforms
, 7, 27–28
Meta Quest
, 65–66
Metaverse
, 1, 15, 26–27, 76, 88
aspect
, 41–42
commerce in
, 52–55
fitness in
, 80–82
hype
, 7–12
influences and visions of future
, 21–24
moment
, 3–4
oasis of Ready Player One
, 20–21
plans
, 2
in public discourse
, 2
science fiction and technological visions
, 17
Snow Crash
, 18–19
Microsoft
, 1–2
Microsoft Teams
, 31–32
Microverses
, 3, 6–7, 13, 39, 58, 85–86, 88
Milk, Chris
, 59–60, 69–70
Minecraft
, 41–42, 46, 48
Mobile gaming
, 33–34
Motorola mobile phone
, 17
Multiplayer online battle arena (MOBA)
, 35–36
Neoliberal politics
, 77
Neoliberalism
, 42–43
Neos
, 29–30
Netflix VR
, 69
Neuromancer (Gibson)
, 16–18
NHL 2003
, 38–39
Non-fungible tokens (NFTs)
, 42, 48, 50, 52
Nonspace
, 42–43
Nvidia
, 1–2
Oculus
, 1–2, 6, 20
Oculus Kickstarter campaign
, 6
Oculus Rift
, 6
Off-platform
, 32
Online advertising
, 27–28
Panorama
, 65–66
Participatory culture
, 43–46
Peloton
, 76, 79
Personal data
, 8, 76
Phenomenology of VR
, 49, 65–66
Physical health
, 75–76, 78–79
Physical intimacy
, 57
Platform capitalism
, 28
Playbour
, 40
Playfulness
, 34–35
Pornography
, 60–61
Pornopticon
, 64
Presence
, 26, 30, 36–37, 69
Procedural rhetoric
, 35
Quantified self
, 76–77, 79
Quest headsets
, 75, 80
QuiVr
, 31
Ready Player One (Cline)
, 12–13, 15–17, 86
oasis of
, 20–21
Rec Room
, 29–30
Roblox
, 13, 41–42, 46, 48
Samsung
, 17
Science fiction
, 3–4, 17, 21
Second Life
, 4–5, 59–60
Second screens
, 68–70
Self-tracking
, 77–79
Shah, Vishal
, 52–53
Shining, The
, 20
Shirky, Clay
, 43–44
Snow Crash (1992 novel)
, 3, 12–13, 15–19
Sociability
, 31–32, 66, 68
Social business model
, 27–29
Social co-presence
, 30
Social media
, 25–26, 28, 41–42
Social networks
, 25
Social television
, 68
Social VR
, 29–31
Social worlds. See also Gaming worlds
, 25, 31–32
current social microverse worlds
, 29–32
meta and metaverse
, 26–27
social business model
, 27–29
Society of the Spectacle, The (Debord)
, 72
Sony PSVR
, 6
2001: A Space Odyssey
, 17
Spatiality
, 36
Sporting companies
, 79
Spreadable media
, 44–45
Star Trek
, 17
Star Wars
, 17
Star Wars: The Old Republic
, 35–36
Stephenson, Neal
, 15–17, 21–22
Sudnow, David
, 33–34
Superhot VR
, 75
Supernatural VR
, 75–76
Surplus value
, 79
Surveillance capitalism
, 3, 12, 25–26, 87
Swipe logic
, 58–59
Techno profit
, 19
Technological visions
, 17
Teledildonic technology
, 57, 61–63
Television
, 66–68
producers
, 68
Terms of Service (TOS)
, 47–48
The First 5000 Days
, 51–52
The Matrix
, 18, 20
The Thrill of the Fight
, 75–76
Third screen
, 69, 73
Till, Christopher
, 76–78, 81
Tinder
, 57
To-and-fro of play
, 34–35
Trawl
, 26–27
Twitter
, 4
Uber
, 7–8
Under Presents, The
, 70–71
User generated content (UGC)
, 41–42
commodification
, 42
context
, 43
participatory culture and
, 43–46
User generated worlds
, 41–42, 46, 48
participatory culture and UGC
, 43–46
Videogames
, 33–34, 36
Viking of the Metaverse
, 4
Virtual embodiment
, 36
Virtual items
, 46–47
Virtual reality (VR)
, 2, 5, 15–16, 18, 25, 65, 71–72, 75
affordances
, 30
cyber-utopian discourse
, 59–60
embodiment
, 60
fortunes
, 6
immersion
, 61
and immersive entertainment
, 69–71
microverses
, 24
phenomenology
, 49, 65–66
pornography
, 60–61
positive argument
, 61
public imagination
, 16
re-emergence
, 50
social interaction in
, 26
users
, 27
Virtual sex
, 60–61, 63
Virtual strip clubs
, 31
Virtual world
, 25
VRChat
, 25, 29–31
Weaponisation of metaverse
, 28
Web 2.0
, 42
Web 3.0
, 42
Whatsapp
, 1–2
Winkelmann, Mike
, 51–52
World of Warcraft
, 35–39
World Wide Web
, 85, 87
World’s Fairs
, 85
X-Box Live
, 18
XCheck programme
, 9
Zoom
, 31–32
Zuboff, Shoshana
, 25–26, 87
Zuckerberg, Mark
, 1–2, 5, 9, 11, 16–17, 22–23, 41–42, 49–50, 65–66, 75–76, 85–86