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Results tagged “virtual worlds”

Virtual Worlds

Virtual Worlds Show Promise for Newspaper Communities

In my previous post, I talked about the browser-based virtual environment Metaplace, which I think may provide a way to boost interaction with our community on newspaper website Mediafin. To test how well virtual worlds could be used to build a community, I undertook some experiments in organizing "conferences" in worlds like Metaplace and Second Life. And the results turned...

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Digging Deeper

Your Guide to Virtual Worlds

Virtual worlds are online three-dimensional spaces where you can interact with other people, collect items and build structures, and communicate via a virtual representative of yourself called an avatar. These worlds have been influenced by various science fiction writers such as William Gibson and Neal Stephenson, along with the movie, "The Matrix."

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MarketingShift

Marketers Grapple with Giving Teens More Control Online

SAN FRANCISCO -- A curious thing happened at the Hotel Nikko in downtown San Francisco today during the Ypulse Mashup 2007 conference about those wired teens. Yes, a lot of older folks dressed business-casual tried to look hip and decipher what the kids were doing online in social networks, on mobile phones and in virtual worlds. But on numerous...

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Your Take Roundup

Virtual Worlds for Kids Entwined with Real World

While the media has been abuzz about Second Life and adult virtual worlds, a bevy of virtual worlds for kids have been even more popular than their adult counterparts. Tween world Club Penguin has more than 4 million visitors per month, according to a New York Times article on the virtual world craze for kids. But I wondered when...

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Your Take

What's the right age for kids to start visiting virtual worlds?

Forget about Second Life. The big buyout talk in virtual worlds lately has been around sites such as Club Penguin, a squeaky-clean world catering to kids aged 8 to 14, and Webkinz, a kids site with games and virtual pets. A recent BusinessWeek article noted that Big Media companies such as Sony and News Corp. were interested in paying upwards...

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