Virtual Worlds


Virtual World’s are online 3D perceptions either based on the real world or a fantasy world. These worlds are made up of real people that stimulate the virtual world from a computer. Virtual characters called Avatars. In many of the virtual worlds the stimulators may change the appearance of their characters. Different types of virtual worlds include virtual worlds for teens, for teens, for adults, and virtual chat worlds. They are available 24 hours a day, seven days a week, 365 days a year, which is the reason people love them. Virtual worlds are used for many many different things. Some may be Colleges taking part and having their own online campus, concerts to promote new albums coming out, meetings, trade shows, education, etc. Individuals and businesses alike are starting to use the virtual worlds as it is very cost effective, it’s a powerful way to connect, educate, and engage their customers.

There are numerous different Virtual Worlds that exist today. Certain worlds are categorized for certain people. For example, Disney’s Toontown or Whyville are best for kids. Active Worlds and Second Life are best for Technological people. Traveler and VP Chat are best for people age 40 and above, and so on. A few of the free virtual worlds include Coke Studios, Habbo Hotel, Muse, Playdo, Second Life, and Virtual Magic Kingdom.

Trends evolving from the Virtual World trend include the addition of video component to the virtual experience. The bandwith requirements are not yet compatible to hold video conferences or stream high definition video at this time, but as it grows and becomes more consistent with residential and business users, this will most-likely make a huge impact on the growth of this environment. Another trend evolving from Virtual Worlds may be communities. Most of the events are single events made for one purpose and one group of people. Corporations may adopt integrated business platforms to bring together multiple groups of communities to enhance and take advantage of the opportunities that these companies have to reach a broad spectrum of people.
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Avatars in Virtual Worlds