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  2. Whyville - Wikipedia

    en.wikipedia.org/wiki/Whyville

    Whyville is an educational Internet site geared towards children aged 8–14, founded and managed by Numedeon Inc. Whyville engages its uses in learning about a broad range of topics, including science, business, art and geography. Whyville's users (Whyvillians) engage in virtual world simulation based games and role play sponsored by a wide ...

  3. Numedeon - Wikipedia

    en.wikipedia.org/wiki/Numedeon

    In addition to Whyville, Numedeon has used its NICE engine to build a number of other virtual immersive learning worlds, including, for example, Humanaville, a virtual world for seniors. Virtual Worlds IP. In January 2015, Numedeon established Virtual Worlds IP Inc as a subsidiary company specifically to manage Numedeon's accumulated ...

  4. James M. Bower - Wikipedia

    en.wikipedia.org/wiki/James_M._Bower

    James Mason Bower (born February 17, 1954) is an American neuroscientist and CEO and chairman of the Board of Numedeon Inc ., creator of the Whyville .net educational virtual world. [1] [2] He graduated from McQuaid Jesuit High School in Rochester, New York attending Antioch College and Montana State University as an undergraduate and then ...

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    You can find instant answers on our AOL Mail help page. Should you need additional assistance we have experts available around the clock at 800-730-2563.

  6. Virtual world - Wikipedia

    en.wikipedia.org/wiki/Virtual_world

    In 1999, Whyville.net the first virtual world specifically for children [22] was launched with a base in game-based learning and one of the earliest virtual currency-based economies. [23] Shortly after, in 2000, Habbo launched and grew to become one of the most popular and longest running virtual worlds with millions of users around the world. [24]

  7. As a venture capitalist, JD Vance repeatedly touted his guiding principles for investing in a company: A business should not only turn a profit, it should also help American communities.

  8. Virtual community - Wikipedia

    en.wikipedia.org/wiki/Virtual_community

    Communities in virtual worlds are most similar to real-life communities because the characters are physically in the same place, even if the users who are operating the characters are not. [35] Second Life is one of the most popular virtual worlds on the Internet. Whyville offers an alternative for younger audiences where safety and privacy are ...

  9. Kajeet - Wikipedia

    en.wikipedia.org/wiki/Kajeet

    On March 19, 2007, Kajeet launched a presence in Whyville, the virtual world for kids, sponsoring a "Chat Factory" in the Whyville Mall. In May 2007, the kajeet-Whyville relationship was presented as a case study in online marketing to kids at the Kid Power 2007 conference in Orlando, Florida.