6. The Sanskrit term avatar initially
referred to the living embodiment
of a god. Neal Stephenson was
the first to popularize the term in
its application to cyberspace,
using "avatar" to refer to your in-
game or online representation of
self.
Maybe used interchangeably with
toon, alt, or character.
7. 'Toon' is also a terminology used by
players of massively multiplayer
online role playing games
(MMORPG) to describe ones
character or avatar within the
game.
The term is believed to be used
again as a shortened form of
cartoon, used as the character in
the game is often an animated
representation of themselves, or a
cartoon version if you will
8. ALTS
Alternate character, a
secondary character
created by a player of
games or Massively
Mutliplayer Online Role-
Playing Games (MMORPG)
11. A gravatar, or globally recognized avatar, is
quite simply an image that follows you from
site to site appearing beside your name
when you do things. Avatars help identify
your posts on blogsand web forums, so why
not on any site?
http://en.gravatar.com/
12. A massively multiplayer online
role-playing game (MMORPG) is a
genre of computer role-playing games
in which a large number of players
interact with one another in a virtual
world.
The term MMORPG was coined by
Richard Garriott, the creator of Ultima
Online, the game credited with
popularizing the genre in 1997.
http://en.wikipedia.org/wiki/MMORPG
13. In nearly all MMORPGs, the development of the player's
character is a primary goal.Many MMORPGs feature a
character progression system in which players earn
experience points for their actions and use those points to
reach character "levels", which makes them better at
whatever they do.
Traditionally, combat with monsters and completing quests
for NPCs, either alone or in groups, is the primary way to
earn experience points.
The accumulation of wealth (including combat-useful items)
is also a way to progress in many titles, and again, this is
traditionally best accomplished via combat.
14. FPSs are distinguished by a first
person perspective, that renders the
game world from the visual
perspective of the player character.
You will typically not see your avatar in
an FPS, unless there is a mirror or
cinematic transition between levels
15. Third-person shooter (TPS) is a
genre of 3D computer and video
games in which the player character is
seen at a distance from a number of
different possible perspective angles.
Common angle is looking over
character’s right shoulder
16. Non-player character, a character in a
role-playing game or video game who
is controlled by the gamemaster or
computer, rather than by a player.
NPC
17.
18. Many MMORPGs exploit their players' social
skills and offer support for in-game guilds or
clans (though these will usually form whether
the game supports them or not).
As a result, many players will find themselves
as either a member or a leader of such a group
after playing an MMORPG for some time. These
organizations will likely have further
expectations for their members (such as intra-
guild assistance).
19. Immersive Online Environments that allow
individuals to interact in each other and
environment.
Accessible 24/7
Metaverse
20. Must optimize:
1. Presentation
2. User Content ( User Created Content)
3. Persistence ( Do You Leave Something
there that Persists)
4. Social Interaction
5. Physics ( How Realistic are the Physics
or Are the Rules of Physics
Consistent to the Virtual World?)
21. World of Warcraft (WoW)
•374,000 hours played each day
•11 Million players worldwide (October 2008)
•9.6 million 2013
37. Center for EduPunxBootstrapping Our Way Across the Curriculum
www.center4edupunx.org
Educators actively engaging in
augmented reality, mixed reality,
virtual worlds, MMORPGs,
and ARGs.We tweet!!
Twitter @center4edupunx
Notas del editor
Center for EduPunx Bootstrapping Our Way Across the Curriculum