Second Life allows users to create avatars of themselves or of anything they want and "live" in a virtual world. The avatars can basically do anything humans can on Second Life, and more. The avatars can fly and users can create an unlimited number of areas in which to play. This is an exciting way to network with people who have similar interests as the different worlds cater to different hobbies. IBM uses this technology among its employees. The purpose of it is for employees to be able to network across the country and to cut costs in areas such as training, which can be held on IBM's version of Second Life. This is one of the benefits of virtual worlds sites. Another benefit is the sheer enjoyment people get from going on these sites and "living" through them. Many people "hang out" with their friends on the actual site, making it an easy way to communicate. The article about IBM's version of Second Life is found
here.
The dark side to virtual worlds sites is the probability that users will become addicted and rarely get off the sites. This is documented in a CNN article showing how people with autism on Second Life rarely log off. While it is a nice icebreaker for those with autism, autism sufferers should eventually learn how to communicate effectively in human to human contact. The article is found
here.
This technology might evolve into training programs for many national and international companies, much like IBM's program. Another way virtual worlds might evolve is through training for situations like terror attacks, overcoming deep fears and disseminating up-to-the-minute information through social interaction, like Twitter.
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