Reports
This report is an example of how Web 2.0's "teen toys" have become a serious work tool. It explores how cutting-edge government organizations are using 3-dimensional virtual worlds on the Internet to conduct training, recruit new employees, and educate..

This report is an example of how Web 2.0's "teen toys" have become a serious work tool. It explores how cutting-edge government organizations are using 3-dimensional virtual worlds on the Internet to conduct training, recruit new employees, and educate the public. It also provides a guide to how virtual worlds have become a fast-growing social phenomenon that believe that, by the end of 2011, fully 80 percent of all active internet users will be participating in 3-D virtual worlds. Virtual Worlds, Second Life, David Wyld, Southeastern Louisiana University, e-government, Web 2.0, metaverse, millennial, online gaming, NOAA, NASA, CDC, US Army, US Air Force, New Orleans, Amsterdam, Galveston, Tuscany, Tower of Pisa, social networking, Edward Markey, Whyville, National Library of Medicine, CIA, MMOG, TSA, California Department of Health, Canada, Vancouver Police Department, Ontario Public Service, Missouri, tourism, economic development, Maldives, Sweden, Estonia, Kazakhstan, Serbia, digital natives, video games, Linden Lab, Philip Rosedale, William Gibson Technology and E-Government