VU @ Second Life: A Report on Experiences with the Development of a (Virtual) Community of Learners
Frans Feldberg,
Anton Eliëns,
Sarah Land,
Marleen Huysman and
Elly Konijn
Chapter 3 in Virtual Social Networks, 2009, pp 36-51 from Palgrave Macmillan
Abstract:
Abstract Online virtual worlds have been present for more than ten years and the recent substantial media attention on Second Life can be considered an indication that virtual worlds are no longer the domain of a selective group of fanatical online gamers. For example, the number of registered residents in Second Life increased from two million at the beginning of 2007 to more than 12 million in February 2008, at times even reaching a growth of 1 million new registrations a month.1 Big companies such as Reebok, IBM, Philips, Randstad, and ABN AMRO organize press meetings to announce their presence in virtual worlds. Even governments, municipalities, and NGOs have entered Second Life with an eagerness comparable to the ‘don’t miss the boat’ feeling experienced during the early days of the Internet.
Keywords: Virtual World; Computer Support Cooperative Work; Virtual Reality Modelling Language; Attitudinal Loyalty; Virtual Campus (search for similar items in EconPapers)
Date: 2009
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Persistent link: https://EconPapers.repec.org/RePEc:pal:palchp:978-0-230-25088-8_3
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DOI: 10.1057/9780230250888_3
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