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, 5 December 2008

Second Life's Second Wind: Can the virtual world keep growing despite its collapsing hype?

In what tech pundits at Gartner Research call the curve of hype and gloom, Linden Lab's virtual world, Second Life, has officially entered the gloom stage.

In October, Reuters pulled its full-time Second Life reporter Eric Krangel, who had written daily news stories about the virtual world's economy for a year and a half, out of the virtual world. Krangel, who now blogs at Silicon Alley Insider, wrote that Linden Lab needs to recognize that "Second Life's reputation is now a liability," and that hanging out in the virtual world was "like watching paint dry." In November, Google (nasdaq: GOOG - news - people ) seemed to echo the bearish mood toward virtual worlds when it shut down its own online microcosm, Lively.

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