CABA Information Series


IS-2008-152: Virtual Worlds and Social Media


This Parks Associates paper introduced virtual worlds, a computer simulation environment where users are represented by avatars that interact with each other.  The most popular application is in gaming, where 10% of teenagers pay in virtual worlds.  As these youths move to adulthood, will they expect virtual worlds in Internet communications, social networks, and e-commerce?  Virtual world developers are exploring interoperability among virtual worlds.  Virtual world does not have much presence in the adult world because “virtual world has yet to find the best intersection between entertainment, socialization, and community features.”
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IS-2008-152
(Adobe PDF File)