Second Life is the most popular 3-D virtual world in use worldwide. The authors describe the complete process that was employed in incorporating the use of virtual world technologies in a graduate level course on e-commerce corporate strategy. A description is given of the genre of virtual world simulations, the traditional way the course was given startup issues, course project, milestones ,the assessment process and feedback
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
Virtual worlds are becoming increasingly sophisticated, showing potentials as the platform for a var...
Virtual worlds, computer-based simulated environments in which users interact via avatars, provide a...
Second Life is the most popular 3-D virtual world in use worldwide. The authors describe the complet...
Second Life is a three-dimensional multi-user virtual environment with a vibrant economy, where avat...
This teaching case considers the challenges and opportunities faced by an entrepreneur in Second Lif...
Second Life is a three-dimensional multi-user virtual environment with a vibrant economy, where avat...
Immersive virtual worlds like Second Life offer many instructional affordances for enhancing learner...
Second Life (SL) is an immersive, virtual 3D social interaction environment developed by Linden Lab ...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
There is much interesting work being done around virtual worlds in education (Bulmer, 2008; Dede, 20...
This exploratory research investigates the virtual world industry, explanations for its growth and e...
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform f...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Virtual worlds, computer-based simulated environment in which users interact via avatars, have becom...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
Virtual worlds are becoming increasingly sophisticated, showing potentials as the platform for a var...
Virtual worlds, computer-based simulated environments in which users interact via avatars, provide a...
Second Life is the most popular 3-D virtual world in use worldwide. The authors describe the complet...
Second Life is a three-dimensional multi-user virtual environment with a vibrant economy, where avat...
This teaching case considers the challenges and opportunities faced by an entrepreneur in Second Lif...
Second Life is a three-dimensional multi-user virtual environment with a vibrant economy, where avat...
Immersive virtual worlds like Second Life offer many instructional affordances for enhancing learner...
Second Life (SL) is an immersive, virtual 3D social interaction environment developed by Linden Lab ...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
There is much interesting work being done around virtual worlds in education (Bulmer, 2008; Dede, 20...
This exploratory research investigates the virtual world industry, explanations for its growth and e...
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform f...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Virtual worlds, computer-based simulated environment in which users interact via avatars, have becom...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
Virtual worlds are becoming increasingly sophisticated, showing potentials as the platform for a var...
Virtual worlds, computer-based simulated environments in which users interact via avatars, provide a...