Introduction

Virtual worlds, virtual reality, augmented reality, cyberspace – every few years the idea of alternative computer-generated worlds becomes popular for a while, then fades away again in the light of collective disdain. There is wild oscillation from glee to sneer. This has been happening for a while now. Whether the buzz is hologram games or virtual commerce, interest builds precipitously before ‘the virtual’ is again relegated to last year’s fad.

Second Life was the flagship of the most recent run on virtual world cool, but five years after the big Business Week cover story (big buzz back in May, 2006: ‘My Virtual Life’), Second Life and many other attempts at modelling alternative realities are looking very dated. None yet seem ...

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