Here’s an interesting article detailing one perspective on what makes virtual worlds effective — or not. The author suggests that, currently, most virtual worlds do not maximize their potential enough to be attractive to most business or educational organizations — and that, perhaps, developers should take a page from the world of games:
In order to become more attractive to business and educators, virtual worlds need to incorporate more gaming elements, not fewer, into their platforms — those elements, like achievement systems and ratings, that make the platforms more engaging and immersive.
The author makes some really good points — and provides a pretty accurate description of most folks’ first (typically, underwhelming) introduction to virtual worlds. Indeed, designing spaces that capitalize on avatar identity, engaging activity, and social reward systems seems to be a recipe for success.
