don’t assume that SL will necessarily appeal to a young audience
demographics indicate otherwise
some ad hoc evidence that value of SL more obvious in ‘distance learning’ scenarios than ‘on campus’
July 2007 survey of 501 students aged 16 to 18 from across the UK, commissioned by the JISC http://tinyurl.com/yw8mvx When discussing Second Life, students felt that games and virtual worlds as part of learning could easily become “tragic” – technology being used for its own sake, and used rather childishly. They would need to understand the educational benefits of virtual worlds or games, it is not enough that they are simply ‘new’.