When you raise the topic of Second Life (SL) in a conversation, you usually get one of two reactions: 1) Dismissal as “just another game”, “people should get their first life together first”, or 2) Rapt attention as questions start pouring out, and opportunities and risks are explored.
How should enterprises look at Second Life and, more generally, at Virtual Worlds? Is the topic still too early or too distracting from “real business”? Or is SL actually close to the tipping point where, like so many technologies before, it will flip into the mainstream with unanticipated results?
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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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Monday, 8 October 2007
Second Life: Virtual Worlds and the Enterprise
Labels:
Second Life,
virtual worlds
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