The Continuing Evolution Of Virtual Worlds
All my readers know that I'm a big proponent of virtual worlds, one of the key megatrends for this century.
The following headlines support my contention that virtual worlds will continue to take on more and more importance in the real one.
Now anyone can make their own virtual world with Multiverse--and it's free for non-commercial use.
For the next generation, virtual worlds are the norm. But don't worry, they're still pretty savvy. Here's my favorite quote from the article:
"Knode, a North Hagerstown High School graduate, said he's not afraid to meet people online.
"I could see why people would be," Knode said. "That's why you talk to them awhile to make sure they're not a freak."
And because kids are so receptive, expect the use of online games to reach that audience to continue. First it was the U.S. Army. Now it's the accountants who are trying to recruit the young with games:
As usual, the folks at Linden Lab are ahead of the curve. Second Life now has a version just for teens, with "residents" from over 13 countries. Like many people, I've mused about how online worlds might teach the next generations tolerance by exposing them to people with different locations, beliefs, and lifestyles. I'll be curious to see what happens.