The Lessons of Lucasfilm’s Habitat
A section of LucasArts Entertainment Company known as Lucasfilm Games brought created Lucasfilm Habitat in the year 1986. Lucasfilm intended to develop a system capable of supporting many users in one shared cyberspace (Morningstar & Farmer, 2008). During that time, there was no online graphical world that could connect more than sixteen people. Publications began at that period, also the contemporary age of comic. During this period, comic characters and creators become more popular, sophisticated, and determined to improve the industry. There was the commercialization of publishing industries, which grew larger at that time. Cyberspace technology aimed to enhance the view of animated pictures and model the online world to enable users to communicate, express their feelings, develop businesses, talk about religion and system of governance, among other things.
The author expounds on cyberspace as a business venture also the progress of the technology in the future. Several versions of the system have been operational, for example, Club Caribe, which has operated for two years with a population of 15,000 users. Also, extending the work through putting into practice the sophisticated system hardware to give an advanced display. The user interface can also undergo extension.
The article adds to media studies. It helps explore the experiences of cyberspace and analyze areas of weaknesses. The report offers research areas that are an excellent platform for technological advancement. The research areas include how to get rid of the centralized backend to enable the system to support millions and the world’s configuration by the user.