virtual worlds

Businesses Seek a New Lease on Second Life

Will a focus on more specific uses like shopping and conferences save what has become one of the Internet's most disappointing technologies?

What ever happened to the online virtual world revolution? You know, the one where everyone would spend hours every day blinging out their Second Life avatars and crashing weddings in World of Warcraft?

Well, those days never quite materialized. The media fanfare around virtual worlds has transitioned from an initial wildfire of exuberance to essentially nothing, as expectations for growth and revenue failed to pay off.

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Second Life Prepping for a Second Boom

The founder of the popular online world says technology will drive a jump in the number of regular visitors

The knock on popular virtual world Second Life has been that it's a little slow, and not entirely easy to use. Sure, it has roughly 13 million registered citizens, but only a few hundred thousand are actual devotees who spend a fair amount of time in the alternate universe.

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Are Lobbyist Lunches OK in Second Life?

Congress holds a hearing on the potential—for good and ill—of virtual worlds

Congress held a hearing yesterday on the potential influence of Second Life and other virtual worlds, complete with a screen that showed avatars following the event from that increasingly popular alternate reality.

A few lawmakers showed off their own avatars, including Rep. Ed Markey, pictured here, and experts talked about the benefits of these virtual world—nonprofits, for example, are using them as a way to raise funds and fight for their causes.

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November 2009: Astronaut 3.0

Inside NASA's astronaut bootcamp and the grueling new training regimen for deep space. Plus, ten young geniuses shaking up science today, one writer's quest to analyze every man-made chemical in her body and more.

Check out the issue's full contents online here

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