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The book acquaints the reader with the virtual world, which has become a part of the contemporary entertainment industry, an environment for both professional activity and communication.It discusses the role of computer games in people's lives and the results of computer addiction studies. A separate section is devoted to the theme of Scandinavian mythology, the subjects of which are often present in the virtual world, allowing a comparison to be made between images from ancient myths and legends and their reflection in computer games. The book will appeal to a wide audience interested in interaction in the virtual world.