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World of Warcraft
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'Second Life': Don't worry, we can scale
June 6, 2006
Critics say the virtual world is running on a computer network that could have problems growing with demand.
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Online game warns gay-lesbian guild
January 31, 2006
"World of Warcraft" publisher tells guild that it risks being banned if it doesn't cease its recruiting activities.
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Sara Andrews
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Blizzard Entertainment
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World of Warcraft
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Sony Corp.
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Online gaming hits its groove
September 9, 2007
At one of the leading conferences on online games, several insiders share their vision for the state of the industry.
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virtual worlds
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Warner Bros. Entertainment Inc.
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Making the virtual world a better place
October 29, 2005
At Austin Game Conference, game designers look to Vegas and beyond for ideas on making better and more successful online games.
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Sony Corp.
New gateway to multiple virtual worlds?
December 6, 2005
Start-up thinks its development platform could help players cross virtual borders with less hassle.
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EverQuest
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Electronic Arts Inc.
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games
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California
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Sony Corp.
Year in review: Games as big business
December 24, 2007
The dollars were flying in 2007, whether it was from gamers grabbing for Halo and Guitar Hero, or Vivendi shelling out for Activision.
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virtual worlds
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Vivendi Universal
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Guitar Hero
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Halo 3
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Activision Inc.
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Sony Playstation
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Sony Corp.
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Microsoft Corp.
Virtual epidemics may hold scientific promise
October 13, 2005
Some see the recent plague that ran amok in the online game "World of Warcraft" as a valuable tool for examining how a real pandemic might behave. Images: Deadly virtual outbreak
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Vivendi Universal
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Making virtual worlds more lifelike
June 8, 2006
PARC researchers study challenges in creating satisfying face-to-face avatar and other interactions.
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Xerox PARC
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