Version: 2008
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Content from CNET tagged with

virtual worlds [x] , World of Warcraft [x]

News Stories

Showing 1-15 of 15 results found

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. TAGS: Sara Andrews, Blizzard Entertainment, harassment, World of Warcraft, recruiting, community, virtual worlds, publisher, online game, policy, games, gamer, message, Sony Corp.

'Second Life' scores $11 million in funding

March 28, 2006 New funding should allow metaverse creator to focus on building out its infrastructure as well as international expansion. TAGS: Second Life, virtual worlds, infrastructure, Amazon.com Inc., World of Warcraft, founder, games

Online spaces: The new frontier

May 5, 2006 Big names from virtual worlds meet up to envision future of online environments from "WoW" to MySpace. TAGS: virtual worlds, Second Life, World of Warcraft, MySpace, publisher, community, CEO, conference, IRC, entertainment, environment, 3D

Real money in a virtual world

October 24, 2005 Multiplayer online games spawn burgeoning virtual economy that's increasingly popular, profitable and controversial. TAGS: economy, virtual worlds, multiplayer online game, asset, professor, dollar, World of Warcraft, China, games, U.S.

Power lunching with wizards and warriors

February 15, 2006 One "World of Warcraft" guild is comprised of technology executives, venture capitalists and some very well-known bloggers. Images: Warcraft's executive guild TAGS: World of Warcraft, virtual worlds, Electronic Arts Inc.

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. TAGS: virtual worlds, online game, Warner Bros. Entertainment Inc., conference, brand, World of Warcraft, games, environment

Who governs virtual worlds?

December 2, 2006 Experts gather to discuss the practicalities and problems of trying to govern behavior in spaces like World of Warcraft. TAGS: governance, virtual worlds, publisher, professor, fraud, goods, law, World of Warcraft, behavior, expert, games

'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. TAGS: Second Life, virtual worlds, computer network, online game, World of Warcraft, AMD Opteron, Intel x86, server, CEO, AMD, games

Making virtual worlds more lifelike

June 8, 2006 PARC researchers study challenges in creating satisfying face-to-face avatar and other interactions. TAGS: Xerox PARC, EverQuest, virtual worlds, publisher, avatar, World of Warcraft, online game, Second Life, interaction, Star Wars, Xerox Corp., researcher, games

New gateway to multiple virtual worlds?

December 6, 2005 Start-up thinks its development platform could help players cross virtual borders with less hassle. TAGS: virtual worlds, online game, game company, EverQuest, Star Wars, platform, World of Warcraft, developer, Electronic Arts Inc., games, California, start-up, Sony Corp.

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. TAGS: online game, virtual worlds, casino, game company, World of Warcraft, designer, conference, publisher, games, 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. TAGS: virtual worlds, Vivendi Universal, Guitar Hero, Halo 3, online game, World of Warcraft, Activision Inc., video game, Sony Playstation, games, entertainment, Sony Corp., Microsoft Corp., video

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 TAGS: disease, plague, World of Warcraft, epidemic, behavior, Vivendi Universal, virtual worlds, online game

Year in review: Video game industry grows up

December 22, 2006 With the launch of the PS3 and the Wii, and the end of E3 as we know it, video games have moved to the next level. TAGS: Second Life, Nintendo Wii, World of Warcraft, virtual worlds, Nintendo Co. Ltd., video game, Los Angeles, Microsoft Xbox, console, Sony Corp., San Francisco, New York, games, video

At E3, trying to slay an MMO stereotype

July 13, 2007 Makers of online role-playing games aim to attract a diverse crowd--and break out of the fantasy-medieval mold. TAGS: NCsoft Corp., game company, Sony Computer Entertainment Inc., World of Warcraft, role-playing game, virtual worlds, social networking, games, entertainment, broadband, U.S.
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