GreenerBusiness 2.01: Virtual Environments from GreenerBusiness on Vimeo.

Here’s a short documentary/report on the use of video games and virtual worlds as support platforms for environmental change.  “Second Life can be one of many tools that helps give other people that insight that there’s something beyond ourselves that’s worth preserving.”

They also discuss a nifty edu-game called Venture Arctic that teaches about environmental issues and values while you play. Very nice to see virtual worlds being discussed in a postive, proactive way.

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Here’s an interview on FastCompany with Philip Rosedale where they discuss using Second Life for virtual business meetings.

“Our estimate is it’s in the 15 to 20 percent range right now of overall usage. But it’s very hard to say because the world is this very open environment and it’s difficult for us to survey it. Second Life right now is just a little under a million hours of use per day and a little bit more than 200,000 different people using it. When we talk about those percentages, I guess that means tens of thousands of people using it for business and education.”

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