“…In the consumer sector, participation in synthetic worlds such as Second Life and World of Warcraft is estimated in the tens of millions (Hof, 2006;Nardi and Harris, 2006), while synthetic worlds are also emerging as interesting sites of experimentation among scientists, educators, and software teams (Bainbridge, 2007;Hut, 2008;Moore and Jackson, 2008;Schultze et al, 2008). In organizations, a number of dedicated synthetic worlds -such as Project Wonderland (from Sun Microsystems), ProtoSphere (from ProtonMedia), Olive (from Forterra Systems), and Qwaq (from Qwaq) -are being deployed within organizations for the purposes of supporting distributed collaboration, project management, and online learning and simulation.…”