Such modeled worlds and their rules may draw from the reality or fantasy worlds.
Users interact in role-playing or competitive games by typing commands and can read or view descriptions of the world and other players.
Such early worlds began the MUD heritage that eventually led to massively multiplayer online role-playing games, more commonly known as MMORPGs, a genre of role-playing games in which a large number of players interact within a virtual world.
Some uses of the term include A virtual economy is the emergent property of the interaction between participants in a virtual world.
While the designers have a great deal of control over the economy by the encoded mechanics of trade, it is nonetheless the actions of players that define the economic conditions of a virtual world.
A MUD is a virtual world with many players interacting in real time.
The early versions were text-based, offering only limited graphical representation and often using a Command Line Interface.Sometimes, emoticons or 'smilies' are available to show feeling or facial expression. In the twentieth century, the cinematographer Morton Heilig explored the creation of the Sensorama, a theatre experience designed to stimulate the senses of the audience—vision, sound, balance, smell, even touch (via wind)—and so draw them more effectively into the productions Among the earliest virtual worlds implemented by computers were virtual reality simulators, such as the work of Ivan Sutherland.Such devices are characterized by bulky headsets and other types of sensory input simulation.Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.Massively multiplayer online games depict a wide range of worlds, including those based on science fiction, the real world, super heroes, sports, horror, and historical milieus.The most common form of such games are fantasy worlds, whereas those based on the real world are relatively rare.