Thursday, July 21, 2011

Chapter 16

In addition to being funs, entertaining way to pass the time, virtual worlds give you the opportunity to browse new and unexplored domains, and visualize participate in imaginary communities. Virtual worlds began with simulators, which were three-dimensional graphic representations of a virtual environment. A virtual environment is usually an Internet-based simulated environment inhabited by avatars, or graphic representations of its interactive users. An avatar can be represented textually, by a photograph, logo, image, or a 3-D object. While not all virtual worlds are 3-D, many began as forums, blogs, and chat rooms in which communities and trusted networks were created.

There is no game-winning objective in virtual worlds because they are designed for people from around the world to navigate, and interrelate by engaging in personal, one-on-one communications. The intent is to encourage, explore, learn, interact, and make friends around the world.

Second Life is a free 3D virtual world where users can socialize, connect, and create using free and voice chat. The Second Life avatar can communicate through instant messaging type text chat to transfer the two-way communication in real time. The Second Life Terms of Service provide that users retain copyright for any content they create, and the server and client provide simple digital right management functions. There is a great opportunity for enterprises in Second Life to participate in a huge trusted network of like-minded participants.


Whenever I think of virtual worlds I think of my brother’s obsession with World of Warcraft, but this chapter helped me realize the advertising and public relation benefits of a virtual world. There is something appealing about participating in an online community. I went online to learn more about Second Life and the first thing it reminded me of was the Sims computer game. A place to connect, a place to shop, a place to work, a place to love, a place to explore…” With this message the video introduction video at Second Life successfully relates real life desires to their virtual world.

1 comment:

  1. I loved the Sims. Does anybody still play that? When your brother played World of Warcraft, were there any products or brands placed within the game? I have no experience at all with virtual worlds, and frankly, I don't ever want to. However, it's important to know, particularly from a retail-brand standpoint, that this audience is so large and that there may be important opportunities to connect to them within these "worlds." Still, an odd component of social media.

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