How Companies Are Using the Second Life Virtual World: Three Case Studies PROCEEDINGS
Mallory K. Pichardo, New York Institute of Technology, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Las Vegas, Nevada, USA ISBN 978-1-880094-66-2 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
In recent years there has been a tremendous growth in new technologies for use in business. Virtual worlds are rapidly becoming the newest, quickest and most convenient way to collaborate and transform conventional business processes to new heights. Second Life is the standard in 3-D online virtual worlds, created and edited solely by its own community. Since opening to the public, Second Life is currently inhabited by millions of Residents all over the world. Presenting successful business case studies, this paper will set out to prove that this technology is the way of the future. Although seemingly overwhelming, it is ultimately a beneficial choice for businesses to be competitive through the technological progression of virtual business models as provided in Second Life.
Pichardo, M.K. (2008). How Companies Are Using the Second Life Virtual World: Three Case Studies. In C. Bonk, M. Lee & T. Reynolds (Eds.), Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2008 (pp. 1184-1189). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).
© 2008 AACE