Virtual Games for Girls. Some Really Good New Sites for Girls. Also Check out our reviews. Online gaming worlds - websites designed for kids, teens and tweens. Wizard 1. 01 - New - Recommended!******Featured. Virtual Web Sites. Girls and Kids. One of the most popular sites we can.
Virtual World's Land,you can check them out here. Silicon Sisters Interactive. Canada, They have created "School 2. Virtual School Game for Android and i. Phone, ($2. 9. 9) and $4.
Hd i. Pad version. Or what about the. New British girl world "Brit Chicks"? The site is. unfortunately down for maintenance right now but we'll bring you a review as soon as we can. Or .. Immortal Night - the new Vampire world..
In computing, an avatar is the graphical representation of the user or the user's alter ego or character. It may take either a three-dimensional form, [1] as in games. There are plenty of games like The Sims available for fans of the series. Most of these games are even available for free or can be played online. Dating sims (or dating simulations) are a video game subgenre of simulation games, usually Japanese, with romantic elements. They are also sometimes put under the.
Girls can also try. Go Goddess. com - .
Go Goddess is designed just for girls. Cool, confident, powerful girls, who are talented and create their own personal styles rather than follow the crowd. Each goddess has her very own fashion styles, and gems, so you can explore each character and learn more about their own unique personalities. There's plenty more fun. Click here for more reviews of the best girl WORLDS.
Meet up & chat with your friends in 3D, make new friends, online hookups. IMVU is the largest chat community with the largest catalog to make your avatar unique. Avatar Chat. free virtual world games. Virtual World for Girls. Free avatar chat in our Virtual Lounge Sims Games Like the Sims ***New Simulation Games. We provide information about available 3d chat worlds and virtual life games for teenagers. We feature fun and cute pet and animal virtual worlds, virtual chat and.
Our Girlgamezone Guide has links to all the best web sites and virtual games online, for. Kaneva. com to. Whyville - a cool site where you can play simulation games, own land, build your own house, win prizes, chat, and join in a lively online community! New Online worlds like Wizard 1. D virtual environments. Fun. Go. Play is a new website aimed at boys and girls, and kids aged 6- 1.
There are fun customizable avatars, unique characters, and a variety of sports to play, from baseball, football and basketball games, to soccer, and extreme sports like snowboarding and skateboarding . But what makes it rather different from many other fun new game worlds is that you can earn rewards for your real time play in the outside world! Some other exciting new virtual life and adventure worlds for girls and kids coming out in 2. Human- age, a historical role playing - simulation game and virtual world.
And. "Monkey. Quest". Nickolodean, creators of Neopets. Monkeyquestis a multiplayer virtual world designed for families, where you can create and completely customise your own monkey avatar, and have adventures as you explore the. Imaginary World of Ook..
Avatar (computing) - Wikipedia, the free encyclopedia. In computing, an avatar is the graphical representation of the user or the user's alter ego or character. It may take either a three- dimensional form,[1] as in games or virtual worlds, or a two- dimensional form as an icon in Internet forums and other online communities.[2][3] Avatar images have also been referred to as "picons" (personal icons)[4] in the past, though the usage of this term is uncommon now. It can also refer to a text construct found on early systems such as MUDs.[5] It is an object representing the user. The term "avatar" can also refer to the personality connected with the screen name, or handle, of an Internet user.[6]The word avatar originates in Hinduism, where it stands for the "descent" of a deity in a terrestrial form (deities in India are popularly thought to be formless and capable of manifesting themselves in any form). Richard Garriott[edit]The use of the term avatar for the on- screen representation of the user was coined in 1.
Richard Garriott for the computer game Ultima IV: Quest of the Avatar. In this game, Garriott desired the player's character to be his earth self manifested into the virtual world.
Garriott did this because he wanted the real player to be responsible for the character's in game actions due to the ethical parables he designed into the story. Only if you were playing "yourself" Garriott felt, could you be judged based on your character's actions. Because of its ethically- nuanced, story- driven approach, he took the Hindu word associated with a deity's manifestation on earth in physical form, and applied it to a player manifesting in the game world. Chip Morningstar ADEYEMI[edit]The term avatar was also used in 1.
Chip Morningstar in Lucasfilm's online role- playing game Habitat.[7]Another early use of the term was in the pen and paper role- playing game Shadowrun (1. Popular fiction[edit]Norman Spinrad[edit]In Norman Spinrad's novel Songs from the Stars (1. In the story, humans receive messages from an alien galactic network that wishes to share knowledge and experience with other advanced civilizations through "songs". The humans build a "galactic receiver" that describes itself: The galactic receiver is programmed to derive species specific full sensory input data from standard galactic meaning code equations. By controlling your sensorium input along species specific parameters galactic songs astral back- project you into approximation of total involvement in artistically recreated broadcast realities..[8]From the last page of the chapter titled "The Galactic Way" in a description of an experience that is being relayed via the galactic receiver to the main characters: You stand in a throng of multifleshed being, mind avatared in all its matter, on a broad avenue winding through a city of blue trees with bright red foliage and living buildings growing from the soil in a multitude of forms. Neal Stephenson[edit]The use of avatar to mean online virtual bodies was popularised by Neal Stephenson in his cyberpunk novel Snow Crash (1.
In Snow Crash, the term avatar was used to describe the virtual simulation of the human form in the Metaverse, a fictional virtual- reality application on the Internet. Social status within the Metaverse was often based on the quality of a user's avatar, as a highly detailed avatar showed that the user was a skilled hacker and programmer while the less talented would buy off- the- shelf models in the same manner a beginner would today. Stephenson wrote in the "Acknowledgments" to Snow Crash: The idea of a "virtual reality" such as the Metaverse is by now widespread in the computer- graphics community and is being used in a number of different ways. The particular vision of the Metaverse as expressed in this novel originated from idle discussion between me and Jaime (Captain Bandwidth) Taaffe..
The words avatar (in the sense used here) and Metaverse are my inventions, which I came up with when I decided that existing words (such as virtual reality) were simply too awkward to use.. Snow Crash, I learned that the term avatar has actually been in use for a number of years as part of a virtual reality system called Habitat..
Habitat includes many of the basic features of the Metaverse as described in this book.[1. Internet forums[edit]Despite the widespread use of avatars, it is unknown which Internet forums were the first to use them; the earliest forums did not include avatars as a default feature, and they were included in unofficial "hacks" before eventually being made standard. Avatars on Internet forums serve the purpose of representing users and their actions, personalizing their contributions to the forum, and may represent different parts of their persona, beliefs, interests or social status in the forum.
The traditional avatar system used on most Internet forums is a small (8. Some forums allow the user to upload an avatar image that may have been designed by the user or acquired from elsewhere. Other forums allow the user to select an avatar from a preset list or use an auto- discovery algorithm to extract one from the user's homepage. Some avatars are animated, consisting of a sequence of multiple images played repeatedly.
In such animated avatars, the number of images as well as the time in which they are replayed vary considerably.[1. Other avatar systems exist, such as on Gaia Online, Wee. World, Frenzoo or Meez, where a pixelized representation of a person or creature is used, which can then be customized to the user's wishes. There are also avatar systems (e. Trutoon) where a representation is created using a person's face with customized characters and backgrounds. Another avatar- based system is one wherein an image is automatically generated based on the identity of the poster. Identicons are formed as visually distinct geometric images derived from a digest hash of the poster's IP address.
In this way, a particular anonymous user can be uniquely identified from session to session without the need for registration or authentication. In the cases where registration has occurred, the identicon serves as a means to associate a particular user with a particular geometric representation. If an account is compromised, a dissimilar identicon will be formed as the attacker is posting from an unfamiliar IP address. Internet chat[edit]GIF avatars were introduced as early as 1. Imagi. Nation Network (also known as Sierra On- Line) game and chat hybrid.
In 1. 99. 4, Virtual Places offered VOIP capabilities which were later abandoned for lack of bandwidth. In 1. 99. 5, Keep.
Talking, a product of UNET2 Corporation, was one of the first companies to implement an avatar system into their web chat software. In 1. 99. 5, Cybertown first introduced three dimensional avatars to internet chat.[citation needed]In 1. Microsoft Comic Chat, an IRC client that used cartoon avatars for chatting, was released.
Instant messaging programs[edit]America Online introduced instant messaging for its membership in 1. PC games. When AOL later introduced the free version of its messenger, AIM, for use by anyone on the Internet, the number of icons offered grew to be more than 1,0. In 2. 00. 2, AOL introduced "Super Buddies," 3. D animated icons that talked to users as they typed messages and read messages. The term Avatar began to replace the moniker of "buddy icon" as 3. D customizable icons became known to its users from the mainstream popularity of PC Games. Yahoo's instant messenger was the first to adopt the term "avatar" for its icons.
Today, many other instant- messaging services support the use of avatars. Instant messaging avatars are usually very small. AIM icons, have been as small as 1. The latest use of avatars in instant messaging is dominated by dynamic avatars. The user chooses an avatar that represents him while chatting and, through the use of text to speech technology, enables the avatar to talk the text being used at the chat window.
Another form of use for this kind of avatar is for video chats/calls. Some services, such as Skype (through some external plugins) allow users to use talking avatars during video calls, replacing the image from the user's camera with an animated, talking avatar.[1. American Online began to use AIM buddy icons as a marketing tool, known as "Expressions," for music, movies, and computer games in 2. Since then many advertising firms have as well. Artificial intelligence[edit]Avatars can be used as virtual embodiments of embodied agents, which are driven more or less by artificial intelligence rather than real people. Automated online assistants are examples of avatars used in this way. Such avatars are used by organizations as a part of automated customer services in order to interact with consumers and users of services.
This can avail for enterprises to reduce their operating and training cost.[1. A major underlying technology to such systems is natural language processing.[1. Some of these avatars are commonly known as "bots". Famous examples include Ikea's Anna, an avatar designed to guide users around the Ikea website.
Such avatars can also be powered by a digital conversation which provides a little more structure than those using NLP, offering the user options and clearly defined paths to an outcome. This kind of avatar is known as a Structured Language Processing or SLP Avatar.
Both types of avatar provide a cost effective and efficient way of engaging with consumers. Video games[edit]Avatars in video games are the player's representation in the game world.
The first video game to include a representation of the player was Maze War in 1. This game represented the players as an eyeball. In some games, the player's representation is fixed, however many games offer a basic character model, or template, and then allow customization of the physical features as the player sees fit.