October 2008
Intermediate to advanced
512 pages
14h 27m
English
We focus this IBM case study on some of IBM’s early work in the virtual environment of Second Life, which is a 3D, online virtual world where a full economy exists. Virtual environments differ from a traditional Web site in that they enable the simultaneous connection of millions of users who can participate in a rich media collaborative experience. In a virtual world, users can play, work, talk, chat, and share content using Web-enabled graphic software. More than 13 million people worldwide have Second Life characters called avatars. Linden Lab has also called attention to the fact that a huge segment of the Second Life population is international: Approximately 70 percent hail from outside the United ...