![]() Used since the late 1990s in military and medical applications, virtual worlds first gained mainstream media attention when Linden Lab released Second Life in 2003. Another outlandish prediction, this one from market research firm DFC Intelligence, forecast that, by 2012, virtual worlds would produce $13 billion in revenues, 40 percent of which would come from trading virtual assets. In 2005, Forbes quoted a Wharton (PA) professor as prophesying that virtual economies and virtual currency trading could "redefine the concept of work, help test economic theories, and contribute to the gross domestic product in the US." In 2007, research firm Gartner predicted that, by 2011, 80 percent of all active internet users would have some type of "avatar," or virtual self. Looking back at predictions about virtual worlds, the first question that comes to mind is, "What were they thinking?" Just a few years ago, virtual worlds were credited with the power to transform the universe. ![]() Some say the virtual real estate bubble has burst, but next-gen technologies and niche applications may breathe new life into virtual environments. ![]() Immersive Learning | Feature Is There a Second Life for Virtual Worlds? ![]()
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