Although financial institutions in Second Life are careful to define themselves as games, some Second Life banks offer more than 100 percent annual interest--a tempting rate when combined with the possibility of turning Lindens into U.S. dollars via the Lindex. Right along with the promise of turning virtual currency into real-life riches are problems with how some Second Life financial institutions are run, says Robert Bloomfield, an economist at Cornell University who makes a serious hobby of studying Second Life's economy.
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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, 10 August 2007
Can you bank on Second Life?
Labels:
Second Life,
virtual worlds
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