![]() ![]() It aims to investigate whether the creative capacities of users and their contributions to the online firm-hosted 3D platform are indicative of a novel configuration of production that influences the processes of product development across firm boundaries. The thesis is designed to improve our understanding of user participation in Web-based development practices in the commercial setting of the 3D software industry. Whilst it is early days and further evidence-based research is warranted, Australian initiatives collected for this report demonstrate how immersive Internet technologies are being used to engage students not just in learning, but also in knowledge production. It is timely therefore, to understand how multi-user virtual environments (MUVES) add value to the education sector. These two factors, the wider uptake by younger generations, and the improvement in the technology itself, signal the increasing integration between the real and virtual world. Equally, rapid improvements in the platforms themselves have prompted the serious consideration of 3D virtual environments for geographically dispersed or resource-limited communities, or where remote services and collaborative projects are being undertaken. Globally, participation in online spatial environments is on the rise, spearheaded by a bullish kids and youth market, which sees constituents migrating comfortably to virtual worlds for social and gaming purposes. Since then, the faint pulse has turned into a strong heartbeat. ![]() The idea that virtual environments are places for community engagement has been understood by the gaming community for some time, however the rise of the online world, Second Life (SL) during 2005-7, brought wider recognition, when a fascinated media reported on the more sensational aspects of living in a pixelated world. ![]()
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