IN our book we describe the 4C's of Commerce - Culture - Community & Connectivity.
And here we have an example of business awaking to those possibilities
Where people congregate, business is usually never far behind and as an increasing number of internet users explore the opportunities for social interaction, play and even money-making provided by online virtual worlds, business is getting in on the act.Whether it is by using environments such as Second Life to sell digital versions of real-world goods, setting up branded worlds to increase customer loyalty or using private online universes to communicate better with their own employees, companies are experimenting with alternative digital realities.
And
Although Second Life is the flag-bearer of virtual worlds, there are dozens out there with millions of users signed up. They cater for everyone from hardened gamers to children taking their first web steps.World of Warcraft took the concept behind the Dungeons & Dragons games of the 1980s onto the web and 8.5 million players have followed. RuneScape, created by two British brothers, serves a similar fantasy market. Science fiction fans have Entropia Universe which, like Second Life, has a fully fledged economy with its own cash system.
And that is right Second life however is dwarfed by World of Warcraft. Though a veteran gaming insider says that WoW just has executed much much better than many of its rivals.
And to be honest there is something far more profound going on. In Living in the wealth of networks and technologies of co-operation we looked at recruitment and how companies are using virtual worlds, connectivity and creation to understand its future empoyees better or Nature Network which like Siphs which levearge the knowledge of a peer group for the benefit of the individual and the interested community.

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