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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Saturday, 6 October 2007

Yankee Group Says Hype of Second Life Far Outweighs Its Ability to Impact Mainstream Interactivity

Boston, MA, October 1, 2007—Yankee Group today revealed that the hype surrounding Second Life doesn’t match its actual marketplace impact. Despite near-continuous coverage in the popular and business press, metaverses like Second Life are experiencing slowing growth and limited impact because of the tethered nature of their virtual world experience.

According to the recently published Yankee Group Note, Wither Second Life?, the growth rate of Second Life users has slowed since its peak in October 2006, while user engagement (as measured by average time spent per user) has leveled off at just 12 minutes per month. This is in stark contrast to other highly publicized sites such as MySpace and Facebook, which are seeing steady increases in both the number of users and the intensity of user engagement. Facebook’s average time spent per user, for example, increased 24% over 6 months to 186 minutes per month, equating

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