bring the words “3D virtual environment” a bit closer to the mainstream. In June 2007, Second Life had nearly eight million residents. One year later, it had more than fourteen million.2
But Second Life is not the only virtual world—and not the only one involved in education. The Active Worlds program Active Worlds Educational Universe (AWEDU) includes over eighty educational worlds (http://www.activeworlds.com/edu/). Educators are also working (individually) in There. Other virtual worlds efforts include Central Grid, Kaneva, Twinity, CyberNet Worlds, The Palace, Furcadia, and Project DarkStar. Others spring up daily, it seems. Over time, we may see a shift toward open source opportunities like Croquet and toward work-oriented virtual collaboration spaces like Sun Technology’s Project Wonderland.
In addition, many virtual worlds are tied to product lines: Webkinz, Home (Sony), BarbieGirls (Mattel), and Club Penguin (Disney). Add the many additional efforts that Disney is putting forward in this field, along with other younger-market companies like MTV, and it is crystal-clear that virtual worlds are here to stay. If the number of virtual worlds is not an indication, certainly the amount of money being invested should be. According to Virtual Worlds Management, over $1 billion (U.S.) was invested in virtual companies in 2007 (http://www.virtualworldsmanagement.com/2007/index.html), and over $184 million was invested in the first quarter of 2008 (http://www.virtualworldsmanagement.com/2008/q1.html).
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