Requirements for the use of virtual worlds in corporate training
Perspectives from the post-mortem of a corporate e-learning provider approach of Second Life and OpenSimulator
DOI:
https://doi.org/10.56198/r6g06h80Keywords:
virtual worlds, corporate e-learning, Second Life, OpenSimulator, requirements, trainingAbstract
Between 2009 and 2011, a joint academia-industry effort took place to integrate Second Life and OpenSimulator platforms into a corporate e-learning provider’s learning management platform. The process involved managers and lead developers at the provider and an academic engineering research team. We performed content analysis on the documents produced in this process, seeking data on the corporate perspective of requirements for virtual world platforms to be usable in everyday practice. In this paper, we present the requirements found in the documents, and detail how they emerged and evolved throughout the process.
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