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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Friday 12 October 2007

Second Life's 2nd value: Testing ideas

Second Life allows people to lead two lives -- one in the real world and another in the virtual. But in a way, Second Life itself leads two lives.

In just fours years of existence, Second Life has moved far beyond people simulating other lives on the Internet.

In its first, well-publicized life, it's a forum for residents to socialize, shop and even have sex via on-screen avatars. In its second life, it's a flexible platform for running inexpensive simulations and experiments.

The latter might prove to be the most important.

"Second Life's real potential may be that of an experimentation platform," says Eric Klopfer, a professor at MIT. He notes the ability within Second Life to rapidly construct objects and experiences "without having to build the world from scratch."

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