About Serious Games

Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology. They can be similar to educational games, but are often intended for an audience outside of primary or secondary education. Serious games can be of any genre and many of them can be considered a kind of edutainment.

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Sunday 3 June 2007

Virtual world, real millions - BBC Money Programme

Millions of people are opting out of real life and signing up to "live" in computer worlds instead - and there is a fortune to be made there by selling goods and expertise in the virtual world.

Big businesses including Reebok, Nissan and Calvin Klein have spotted the potential for making real money in the virtual world.

It's estimated that the market is already worth more than £500m ($1bn) a year.

One of the most popular virtual worlds is Second Life, which started in 1991 from an office in San Francisco, to which more than two million people have signed up. Second Life is a realistic yet exaggerated world populated by "avatars", each one of which has a real world owner.

"I think in the more distant future a lot of human collaboration and creativity is very likely to move into cyberspace. And, it's going to be a change that will affect the whole world in ways that I know I can't understand."
- Philip Rosedale, SecondLife Creator

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