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POPSVirtual Worlds by Sector This chart made by KZERO Research shows where the dominant age ranges fall for each 3D virtual world. Oldest residents are in the center of the circle, where you see Second Life.
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POPSKeep the marketing out... A professional organization I belong to had an impromtu meetup in Lively. Yes, unexpected guests arrived and my cartoon was kissed without permission. My cartoon was also invited to watch streaming web content of a "too polite to repeat here" subject. I had participated in the meetup with high hopes that Lively might be the place to hang out with professionals in a virtually social setting. Guess What? I like hanging out in virtual worlds because it is an escape from the barrage of marketing at me. I have to endure advertising and marketing messages on the radio, on TV, cable, satelite...the Internet is one huge bombardment of marketing messages. I want virtual worlds to be a respite from marketing. I want a place to have a 3d representation of myself where I can collaborate with others. My advice: KEEP YOUR MARKETING OUT OF VIRTUAL WORLDS.
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POPSNinety Percent of Virtual Worlds Projects Fail I did an MBA video project on virtual worlds (See my first clip). My assessment a year ago on this was that companies hadn't figured out how to make those worlds useful to the consumer. Instead they rushed head first into staking their virtual claim in the 3D world only to find out nobody cared or noticed except the typical hype mongers of the IT press that can't wait to be first to predict the next "BIG" thing. Maybe they were a little quick to judge.
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POPSAnother Second Life resource... I am wondering where the market is for these services. If you have spent any amount of time in Second Life you will quickly realize everyone and their cousin is a consultant for Second Life. If you ask a consultant who their target is, they always want to bring in Big Corporate. My question is: Why? Are these consultants truly listening to their market? From what I am seeing, those interested in Second Life are there because they enjoy the environment. That is the fun of Second Life-getting in there and doing it yourself. My advice to Big Corporate: be very aware of intellectual property laws. Read Linden Research Labs fine print.
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POPSBusiness presence in Virtual Worlds It appears to me virtual world inhabitants expect everything to be free. I have yet to see profit from direct sales as a result of a business' existence in a virtual world.
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POPSVirtual Unreality (Part 2) Looking from the perspective of a futuristic, perfect virtual reality, we are forced to question the very essence of our existence. What is the point of living if a utopia is provided for us? Once the superficial shell of reality is peeled from us, what is left of the human soul? What are the common denominators of our existence? The virtual world paradigm opens up our eyes to the limitations of reality, and shows us the true essence of what it means to be human.
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POPSVirtual Unreality (Part 1) This speculation about virtual worlds, besides being fun, reflects on the very deep question of Freedom, freedom of the mind, that is. What is freedom? How much freedom can we really take? How are we going to be if and when we become free. Continue to the second part of this clip...
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POPSClasses in Second Life for Educators Some of the topics include "working with at class in Second LIfe" by Bryan Carter (Bryan Mnemonic) "Setting up an educational presence in Second Life" by Rhonda Trueman (Abbey Zenith)
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POPSSecond Life & Drexel University Online I think businesses and educational institutions should start shifting their attitude about Second Life/virtual worlds. Second Life has the potential to be a powerful tool.
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POPSVirtual Worlds research by BBC Not that I was in any doubt - but there may be a question of what age they may stop being useful... maybe. I am glad the Beeb did some work on the roles which were adopted too.
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POPSEmotiv's new brain-computer interface Emotiv Systems recently unveiled a brain/computer interface system with a helmet and software applications. The Project Epoc system can move objects based on a gamer's thoughts, reflect facial expressions, and respond to the excitement or calm the gamer mentally exerts.