<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Other Categorizations on Designing Virtual Worlds</title><link>https://www.vgbaike.com/dvw/en/book/03-players/03-11-other-categorizations/</link><description>Recent content in Other Categorizations on Designing Virtual Worlds</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Thu, 24 Sep 2026 01:39:40 +0800</lastBuildDate><atom:link href="https://www.vgbaike.com/dvw/en/book/03-players/03-11-other-categorizations/index.xml" rel="self" type="application/rss+xml"/><item><title>Social Dimensions</title><link>https://www.vgbaike.com/dvw/en/book/03-players/03-11-other-categorizations/03-12-social-dimensions/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.vgbaike.com/dvw/en/book/03-players/03-11-other-categorizations/03-12-social-dimensions/</guid><description>&lt;p&gt;One of the earliest systems to use a primarily graphical interface was Habitat, which appeared in the mid-1980s. Although not strictly speaking a virtual world (it was essentially a graphical chat room), it nevertheless did have close similarities and is regarded as an important milestone in the development of graphical virtual worlds.&lt;/p&gt;&#10;&lt;p&gt;The system administrator &lt;sup id="fnref:1"&gt;&lt;a href="#fn:1" class="footnote-ref" role="doc-noteref"&gt;1&lt;/a&gt;&lt;/sup&gt; of Habitat between 1986 and 1988 (during what would nowadays be called its beta-test phase) was F. Randall Farmer. In 1992, he wrote a paper describing some of his observations about the social dimensions of online communities &lt;sup id="fnref:2"&gt;&lt;a href="#fn:2" class="footnote-ref" role="doc-noteref"&gt;2&lt;/a&gt;&lt;/sup&gt;.&lt;/p&gt;</description></item><item><title>Circles</title><link>https://www.vgbaike.com/dvw/en/book/03-players/03-11-other-categorizations/03-13-circles/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.vgbaike.com/dvw/en/book/03-players/03-11-other-categorizations/03-13-circles/</guid><description>&lt;p&gt;Circles is the name given by then Ultima Online player Hedron to his 1998 &lt;sup id="fnref:1"&gt;&lt;a href="#fn:1" class="footnote-ref" role="doc-noteref"&gt;1&lt;/a&gt;&lt;/sup&gt; description of how players advance through different states of maturity. Although it is not a particularly well-known approach, I shall describe it here because it makes some very insightful observations &lt;sup id="fnref:2"&gt;&lt;a href="#fn:2" class="footnote-ref" role="doc-noteref"&gt;2&lt;/a&gt;&lt;/sup&gt;.&lt;/p&gt;&#10;&lt;p&gt;Hedron’s vision is of virtual world players organized as concentric circles. They begin in the outer circles, and advance in their experience and attitudes through the inner circles; the analogy is (ultimately) the mandala of Buddhism, which adherents can use to symbolize conditions of spirituality that they desire to re-create through mental exercises.&lt;/p&gt;</description></item><item><title>Facets</title><link>https://www.vgbaike.com/dvw/en/book/03-players/03-11-other-categorizations/03-14-facets/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.vgbaike.com/dvw/en/book/03-players/03-11-other-categorizations/03-14-facets/</guid><description>&lt;p&gt;The most extensive study of the player base for any individual virtual world is Nick Yee’s The Norrathian Scrolls &lt;sup id="fnref:1"&gt;&lt;a href="#fn:1" class="footnote-ref" role="doc-noteref"&gt;1&lt;/a&gt;&lt;/sup&gt;. This important survey is famed for both its extensiveness and its statistical rigor. It considers the real-world and in-game demographics for EverQuest, and correlates the two. For example, it provided concrete evidence that (on the whole) male players tend more toward achievement than female players and that (on the whole) female players tended more toward socializing. Its scope also considered other issues of use to academic researchers (for example virtual gender-bending).&lt;/p&gt;</description></item><item><title>Levels of Immersion</title><link>https://www.vgbaike.com/dvw/en/book/03-players/03-11-other-categorizations/03-15-levels-of-immersion/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.vgbaike.com/dvw/en/book/03-players/03-11-other-categorizations/03-15-levels-of-immersion/</guid><description>&lt;p&gt;One of Nick Yee’s facets is immersion. This is a concept with a long and distinguished history in role-playing contexts &lt;sup id="fnref:1"&gt;&lt;a href="#fn:1" class="footnote-ref" role="doc-noteref"&gt;1&lt;/a&gt;&lt;/sup&gt;, and it has been mentioned a number of times already in this book. So what, exactly, is it?&lt;/p&gt;&#10;&lt;p&gt;Fundamentally, immersion is the sense that a player has of being in a virtual world. The more immersive a virtual world, the greater its ability to immerse its players. Some virtual worlds (particularly non-game ones) deliberately aim for low immersion, so as not to distract from their purpose; most, however, aim to be as immersive as possible.&lt;/p&gt;</description></item></channel></rss>