enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. Libraries in virtual worlds - Wikipedia

    en.wikipedia.org/wiki/Libraries_in_virtual_worlds

    Most Second Life librarians have no time to manage a Second Life Library during their working time because there is not any official timeline that designed by departments. [5] As a result, Second Life libraries are misunderstood by many people who view Second Life libraries as just games without any educational value. [ 55 ]

  3. Second Life - Wikipedia

    en.wikipedia.org/wiki/Second_Life

    Second Life began to receive significant media attention in 2005 and 2006, including a cover story in BusinessWeek magazine featuring the virtual world and Second Life avatar Anshe Chung. [23] By that time, Anshe Chung had become Second Life ' s poster child and symbol for the economic opportunities that the virtual world offers to its ...

  4. Second life issues and criticisms - Wikipedia

    en.wikipedia.org/?title=Second_life_issues_and...

    Pages for logged out editors learn more. Contributions; Talk; Second life issues and criticisms

  5. Get breaking news and the latest headlines on business, entertainment, politics, world news, tech, sports, videos and much more from AOL

  6. Discover the latest breaking news in the U.S. and around the world — politics, weather, entertainment, lifestyle, finance, sports and much more.

  7. Businesses and organizations in Second Life - Wikipedia

    en.wikipedia.org/wiki/Businesses_and...

    Anshe Chung is the main avatar (online personality) of Ailin Graef in the online world Second Life.Referred to as the "Rockefeller of Second Life" [8] by a CNN journalist, she has built an online business that engages in development, brokerage, and arbitrage of virtual land, items, and currencies, and has been featured in a number of prominent magazines such as Business Week, [9] Fortune [10 ...

  8. Corporate use of Second Life - Wikipedia

    en.wikipedia.org/wiki/Corporate_use_of_Second_Life

    Virtual worlds are 3D computer environments where each user is represented with a character – avatar. Traditionally, virtual worlds have been used for entertainment. However, starting from approximately 2004 both corporate world and academia started to recognize business value of virtual worlds for training and education, collaboration, and mark

  9. Virtual world - Wikipedia

    en.wikipedia.org/wiki/Virtual_world

    Users exploring the world with their avatars in Second Life. A virtual world (also called a virtual space or spaces) is a computer-simulated environment [1] which may be populated by many simultaneous users who can create a personal avatar [2] and independently explore the virtual world, participate in its activities, and communicate with others.