Virtual worlds can serve as convenient locations for real-world meetings
Recently I reported that a pair of peer mediation educators were using Second Life, a multiplayer online game and virtual world which allows for player interaction, as a way to create a supportive, safe learning environment for high school students mastering mediation skills to role play together.
Here's another example of the power of virtual worlds to transform social interactions: in "Get a Second Life Now", communication expert Neville Hobson describes attending a meeting on avatar-based marketing organized by the Berkman Center for Internet and Society at Harvard Law School.
What was remarkable about this meeting is that it was convened not in a real-world conference center but instead took place in a virtual meeting space in Second Life.
Read Hobson's post for this remarkable description of a meeting mediated entirely through digital technology.
The implications of this are exciting--imagine attending a conference where colleagues gather from around the globe, all without the cost and inconvenience of air travel, car rentals, and hotels (and just think, you’ll never have to worry about losing your luggage).