virtual worlds

Those Tricky Virtual Numbers: Engagement and Investment

by: C. Sven Johnson

There are a couple of interesting items floating around the virtual community.

First up is a report by the Yankee Group I first read about on the Virtual World News blog (Link). From the Yankee Group Press Release:

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Google Powered Serious Games: A New Virtual World?

by: Eliane Alhadeff  (also see Business & Games)

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A Collection of Virtual World News Items

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Social Networking Site for Avatars Launches

by: Ilya Vedrashko

This is too meta. Koinup, a social networking site for avatars from across all virtual worlds, just sent a press release about its launch: "In Koinup you can create your profile and publish pics, videos (machinima) and stories you created in virtual worlds as Second Life, World of Warcraft, IMVU and also games as The Sims 2 and many others.


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Serious Games Exploring A Virtual Library Before It Is Built

by: Eliane Alhadeff (via Business & Games)

Santa Clara University's new library building won't be completed until the autumn of 2008. But people on the campus can experience what it might be like inside the building, and offer advice to its designers, by exploring a three-dimensional model of the library in Second Life.

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Serious Games Delivering Retail Career Key Messages

by: Eliane Alhadeff (via: Business & Games)

Skillsmart Retail is a genuinely enjoyable game. Although its target audience ranges between 14 to 19 year olds, I've seen some senior retailers and marketers having a great playful time as they go through the various quizzes and game levels.

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Transreality/Rapid Manufacturing Round

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Welcome to Home, Sharehopper

by: C. Sven Johnson (via Business & Games)

A few days back additional details were revealed about Sony’s new “Home” virtual world. Since then I’ve been trading comments over on Raph Koster’s blog (Link); some of which might be of interest.

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True Reverse Product Placement

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The Neuroscience of Second Life

by: Roger Dooley

These days, people are spending a lot of time online, much of it in Web communities and social networks. Second Life is a virtual world in which users create avatars to represent themselves and interact with others.

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