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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Monday 20 August 2007

The internet-based virtual world Second Life may have a serious impact on people's real life relationships

The internet-based virtual world Second Life may have a serious impact on people's real life relationships, one of Britain's best-known scientists warned yesterday.

Second Life; the internet-based virtual world Second Life may have a serious impact on people's real life relationships, one of Britain's best-known scientists warned yesterday.

Baroness Susan Greenfield, director of the Royal Institution, said she feared users of the popular simulation could abandon the messy intimacy of "real-life" human relations for two-dimensional liaisons in the virtual world.

Second Life was started in San Francisco in 1999 and now has seven million players who can create their own characters, known as avatars, buy goods, throw parties and build their own homes.

However, Baroness Greenfield says the implications have not been thought through. "People who dismiss it as a game will be in for a rude awakening," she said. "This will have a huge impact on society.

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