There is much to learn about virtual worlds from the entertainment sector and yet those investigating government applications tend to distance themselves from this important heritage. In many cases, virtual world experts tend to only look at other serious games to avoid being labeled as someone wasting time or money. This sets the wrong standard and will destine “serious” uses of virtual worlds to repeat the mistakes already solved by the entertainment industry.
This presentation demonstrated World of Warcraft – a massively multiplayer online role-playing game (MMORPG) by Blizzard Entertainment. At over 12 million paying subscribers, it is currently the world’s most-subscribed MMOROG generating approximately 1.8 billion dollars in revenue every month. The presentation focused on best practices, game design, reward schedules, and the implications for training, education, and other serious uses of virtual worlds.