Beyond Second Life: Kids drive virtual worlds
While companies marketing to kids are jumping on the online community bandwagon, so are others. In a recent post at Enterprise 3, Thiago posted about IBM joining virtual worlds, in the form of Second Life. This goes to show that virtual worlds are not only for children, but they can provide a valuable asset for corporations that focus on adults. Instead of juvenile play worlds, IBM and Second Life have created a community that can foster collaboration and interaction between those who look to IBM for technical resources.
As with any virtual world online, each company can modify it's uses to tailor fit the product to the atmosphere and product of the company. Whether its penguins on an online world for kids, or avatars working together for a solution to an IT problem, virtual worlds are becoming a huge part of interaction in today's society.