Index

Leighton Evans (Swansea University, UK)
Jordan Frith (Clemson University, USA)
Michael Saker (City, University of London, UK)

From Microverse to Metaverse

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