From Interactive to Immersive: Marketing Education takes a Virtual Leap of Faith Virtual worlds are 3-D computer-mediated environments that offer rich visual interfaces and real-time communication with other residents. In the past 18 months alone approximately $1.5 billion has been invested in companies developing technologies for virtual worlds. Management Consulting Company McKinsey & Company predicts that “Virtual worlds such as Second Life will become an indispensible business tool and vital to the strategy of any company intent on reaching out to the video-game generation ” (Richards, 2008). To date numerous companies including IBM and GE and more than 100 schools and educational institutions from more than 20 countries are using v...
Dewey’s (1916) early acknowledgment of the importance of active real experience is fundamental to al...
This position paper explores whether faculty should embrace the use of virtual reality as a medium o...
Through a serendipitous informal discussion about the cultural evolutionary effects of online shoppi...
This exploratory research investigates the virtual world industry, explanations for its growth and e...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
Virtual Worlds (VW) is a highly interactive virtual environment which is evolving into ever closer r...
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform f...
Second Life is a three-dimensional multi-user virtual environment with a vibrant economy, where avat...
Purpose – This paper aims to give the educator’s perspective on developing learning and teaching act...
The development of virtual worlds began long before the invention of computers; the minds of childre...
What are educators‟ motivations for using virtual worlds with their students? Are they using them to...
There is much interesting work being done around virtual worlds in education (Bulmer, 2008; Dede, 20...
International audiencePurpose - Drawing from recent work on online social networking and communities...
Virtual worlds, computer-based simulated environment in which users interact via avatars, have becom...
Hebbel-Seeger A, Reiners T, Schäffer D, eds. Synthetic Worlds: Emerging Technologies in Education an...
Dewey’s (1916) early acknowledgment of the importance of active real experience is fundamental to al...
This position paper explores whether faculty should embrace the use of virtual reality as a medium o...
Through a serendipitous informal discussion about the cultural evolutionary effects of online shoppi...
This exploratory research investigates the virtual world industry, explanations for its growth and e...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
Virtual Worlds (VW) is a highly interactive virtual environment which is evolving into ever closer r...
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform f...
Second Life is a three-dimensional multi-user virtual environment with a vibrant economy, where avat...
Purpose – This paper aims to give the educator’s perspective on developing learning and teaching act...
The development of virtual worlds began long before the invention of computers; the minds of childre...
What are educators‟ motivations for using virtual worlds with their students? Are they using them to...
There is much interesting work being done around virtual worlds in education (Bulmer, 2008; Dede, 20...
International audiencePurpose - Drawing from recent work on online social networking and communities...
Virtual worlds, computer-based simulated environment in which users interact via avatars, have becom...
Hebbel-Seeger A, Reiners T, Schäffer D, eds. Synthetic Worlds: Emerging Technologies in Education an...
Dewey’s (1916) early acknowledgment of the importance of active real experience is fundamental to al...
This position paper explores whether faculty should embrace the use of virtual reality as a medium o...
Through a serendipitous informal discussion about the cultural evolutionary effects of online shoppi...