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We present the cases of two role playing communities in the virtual world Second Life. We examine the process of creating culture as educational recreation and discover whether the culture the communities set out to create is in fact successfully realised. Some of the difficulties encountered in the reproduction of ancient Egyptian society are examined. We discovered that although the prevalent discourse...
Second Life is a computer mediated online virtual environment created by its residents or avatars in the form of 3D graphical representation. It is one of the latest innovations in information communication technology and has become a popular platform for communication, performing e-business and conducting numerous social activities and management practices. The real life people in the form of avatar...
Understanding user needs and involving users are key success factors for service development. However, it is unclear how to apply old wisdoms from traditional product development settings in a social media context. This article analyses user involvement practices in a longitudinal case study of the virtual world and social networking service called Habbo. The focus is on how particular social media...
This paper has investigated the issue of virtual wealth and its realization in both real and virtual worlds, and argued that the realization of virtual wealth is necessary and possible. On the formation of virtual wealth, it has studied the labor theory of value, exchangeable value, and utility theory. From these theories, it has successfully explained the nature of virtual wealth that has difficulties...
Our college is leveraging Second Life to develop and build sustainable problem solving communities to address pressing social problems through the collaborative efforts of college students, high school students, volunteers, staff members affiliated with the Food Bank Council of Michigan (FBCM), and Gleaners Incorporated. Our approach is to have engineering students build a Second Life island that...
Virtual worlds are nowadays commonly used in interactive applications, like computer games and simulations. Typically, such worlds are populated by a large number of virtual characters. On one hand, these characters have global goals with respect to the environment and thus, they must be able to plan their paths toward their desired locations. On the other hand, they should try to avoid collisions...
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