NEWLY UPDATED WITH VIDEO! Your Metaverse Is Too Small: My Keynote Presentation to the 2026 Virtual Worlds Best Practices in Education (VWBPE) Conference

Marie Vans (left) introduces me (right) as a keynote speaker at the 19th annual Virtual Worlds Best Practices in Education conference, held in the pioneering virtual world of Second Life (screen capture from the video at the end of this blog post)

As some of you might know, a while back I was asked by my librarian colleague (and fellow Second Life aficianado) Marie Vans if I would be willing to be one of the three keynote speakers during the 2026 Virtual Worlds Best Practices in Education (VWBPE) Conference, which is held every year in the pioneering virtual world of Second Life. I said yes (of course!). I never turn down an opportunity to give a presentation in my beloved Second Life. (I was asked to speak at the 2021 Virtual Ability Mental Health Symposium, giving a presentation on the topic of this blogpost on acedia during the pandemic, and in 2024, I gave a presentation on virtual world building in Second Life, in Second Life, to a graduate class in virtual world building and design, which was team-taught by a computer science professor and an interior design professor.) So, as you can see, this was not my first rodeo. 😉

The title of my presentation, which I gave as the keynote speech of the conference on its second day, Friday, March 20th, was Your Metaverse Is Too Small: How the Biases and Preconceptions of Virtual Worlds Hinder Their Use in Education. I was inspired by a keynote address at last November’s IMMERSIVE X conference by Andy Fidel, who titled her talk, held on the ENGAGE social VR platform: The State of the Metaverse in 2026. My talk therefore consisted of three parts as follows:

  • Quotes from Andy Fidel’s talk which I found inspiring and wanted to share (7 slides);
  • My initial, general observations about the metaverse (4 slides); and finally
  • A section titled Your Metaverse Is Too Small, where I discuss various ways our biases and preconceptions about virtual worlds and social VR/AR actually hinder their effective use in educational settings (with reference to Andy’s comments; 14 slides).

Yes, it’s a lot to cover in 45 minutes, but I did it! I’m just going to share my slides as-is, without any Creative Commons-type license this time around, since a lot of it is referring back to Andy Fidel’s ideas, which I found so inspirational in the first place. And yes, while the topics of these 14 slides in part 3 all sprang out of one particularly fevered brain dump of my ideas one evening, rather than relying on GenAI, I do freely admit that I fed my entire blog into a Google NotebookLM and asked it questions in order to create the content based on thirteen (yes, 13!) different ways that, quote: “your metaverse is too small!

Your metaverse is too small because…

  • it has too steep a learning curve for new users
  • your platform has a poor fit-to-purpose
  • it lacks accessibility features (e.g. speech-to-text for the Deaf/HoH community)
  • it is poorly designed and/or Quality Assurance tested, and it causes VR sickness/nausea (more common among women than men)
  • it is soulless/designed by committee (hello Meta Horizon Worlds and Workrooms! Proof positive that you cannot will metaverse platforms into existence by executive fiat and the spending of billions of dollars.)
  • it requires a VR/AR/XR headset (I used two slides to discuss this controversial take; see below for more detail)
  • it relies on cryptocurrencies, NFTs, or some other form of blockchain (do I really have to explain this at this point?)
  • it has poor (or non-existent) safety and trust features and policies
  • it focuses on the product rather than the community
  • it has user data privacy issues/is based on surveillance capitalism (once again, hello Meta Horizon Worlds and Workrooms!)
  • you fail to market it properly (or, in many cases, fail to market it at all)
  • it is unfriendly to different cultures and subcultures (e.g. trans people, furries, etc.)
  • (another controversial one, explained further below) it refuses adult content

Now, before all you social VR adherents rise up with torches and pitchforks and tar and feather me for even daring to say “your metaverse is too small because it requires users to have a VR/AR/XR headset,” here are the two slides, plus speaker notes:

Your metaverse is too small because it requires you to use a virtual reality headset.

It is not a surprise that many of the most popular social VR platforms (e.g. Rec Room, VRChat) also allow for non-VR users to participate. The VR headset market still has not taken off. Even the best-selling Meta Quest line of wireless virtual reality headsets (which make up an estimated 70% of the global VR headset market) has sold only approximately 30 million units around the world, and many of those devices land up collecting dust after the initial novelty of the product wears off. Apple’s Vision Pro, launched to enormous fanfare, does not publish sales figures, but industry reporters said that the company shipped approximately 390,000 units in 2024 and approximately 90,000 units in 2025. VR hardware remains bulky, heavy, and uncomfortable for extended wear. Nausea continues to affect a significant proportion of users. A VR headset isolates the wearer from their physical surroundings and from the facial expressions of the people around them—an anti-social device, in practice, even when its purpose is socialization via social VR.

The PC-tethered VR headset market—the high-end, high-fidelity segment that many early social VR platforms had built toward—proved especially stagnant. The dream of millions of consumers owning gaming-grade PCs with tethered Oculus Rift or HTC Vive headsets never materialized. Even the shift to standalone headsets like the Meta Quest series failed to generate the consumer mass-market that had been anticipated. Sansar is perhaps the most instructive case study in the danger of building a platform around assumed headset adoption. Developed by Linden Lab—the company behind Second Life—Sansar was announced in 2014 and launched in beta in 2017, timed almost precisely to coincide with what seemed like the dawning of the VR era following Facebook’s acquisition of Oculus. But the bet on tethered PCVR headsets never paid off. In March 2020, Linden Lab sold Sansar to a little-known startup called Wookey and pivoted to focus on live music events and virtual concerts, attempting to find a more sustainable niche. That hasn’t worked, either. Sansar still exists, but it is only being kept alive by volunteers at this point.

Research on technology adoption consistently shows that devices requiring behavioral change—for example, for VR, wearing something on your face, isolating yourself from physical surroundings—face much higher adoption friction than technologies that integrate into existing habits. The iPhone and Android phones succeeded partly because they fit into already-established phone-carrying behavior. VR headsets require building a new behavior from scratch.

The failure of the last metaverse hype cycle does not mean that immersive technology has no future. What failed was the specific prediction that millions of people would soon be spending significant time in virtual worlds accessed primarily through VR headsets; that this would create platform-scale opportunities comparable to social media or mobile devices.

Don’t hate me for speaking facts. No VR/AR headset (even the Meta Quest line of headsets) has taken off in the way that iPhones/Android phones and tablets and smartwatches have. In particular, the developers of those platforms who bet the farm on widespread adoption of high-end tethered PCVR headsets (hello, Sansar and High Fidelity!) lost that bet badly; Sansar is essentially moribund, and High Fidelity is now closed (although it does live on in its successor social VR platforms Vircadia and Overte, which were based on HiFi’s open-source codebase, but are also not heavily used). This failure is one of the reasons why Second Life is still going strong (or strong enough) to endure and still be profitable for Linden Lab, for over 22 years now.

And speaking of SL…

I want to make one thing very clear: in some educational applications of the metaverse (especially those intended for children and teenagers, i.e. K-12 education), a ban on adult content is absolutely necessary.

However. As my speaker notes for this last slide in my presentation state:

However, in any institution of higher learning (e.g. a university). you will find faculty, staff, and students teaching about, learning about, and doing research on topics which may include controversial or adult topics. I have argued that one of the most significant strategic errors a metaverse platform can make is the outright refusal to host adult content (or do some other sort of heavy-handed sanitization of adult content, like imposing baked-on underwear on the base male and female adult avatars).

In my blog, I’ve pointed out that for some successful virtual worlds, adult communities are not just a niche—they are the economic and social engine that keeps the lights on. I have frequently cited Second Life as the prime example of a platform that understands the value of adult content. On my blog, I’ve noted that the adult-rated regions of Second Life generate a good portion of the platform’s revenue through land tier fees and the sale of virtual goods (clothing, skins, animations). In contrast, I wrote about Sansar’s early decision to strictly moderate content and its struggle to establish a clear policy on adult material. I argued that by trying to keep the platform “brand-safe” for corporate partners, they essentially “cut off their nose to spite their face,” alienating a potential demographic of creators and consumers who were ready to spend money on higher-fidelity adult experiences. And the corporate clients never came anyway!!

I believe that the ability to explore one’s identity—including its sexual or adult aspects—is fundamental to the metaverse experience. For example, both Second Life and VRChat tend to attract the trans community, giving them a way to experiment with how they represent themselves in a way that might be difficult or impossible to do in real life (particularly at a time when trans people are increasingly under attack in certain jurisdictions). Platforms that ban adult content often end up banning people by extension. If a platform’s moderation is too aggressive, it can lead to the marginalization of subcultures (like the furry community or the trans community) who use virtual worlds as a safe space for exploration. This aligns with Andy’s focus on “presence” and “feeling seen”. Andy argues that gathering spaces should be “smaller, weirder,” and more human. I have argued that by refusing to host adult content, platforms are choosing “corporate safety” over “human authenticity.” They are creating “noise” for brands rather than “spaces that matter” to real people.

One of my core arguments is that you cannot impose a culture on a virtual world; the users bring the culture with them. I’ve pointed out that in almost every successful social VR platform (like VRChat), “NSFW” content and communities exist regardless of official policies. Trying to ban these things is like trying to stop the tide with a broom. Platforms that fight their own communities on this issue usually lose the “heart and soul” that Andy Fidel says is required for a space to be successful. Andy speaks about “architecting belonging” and building spaces like cities. A real-life city has red-light districts, gay bathhouses, private clubs, and adult stores. By refusing to allow these “niche micro-communities” to exist, platform owners are failing to be the architects of a real society and are instead acting as corporate landlords of a sanitized shopping mall.

Okay, enough ranting. Here’s my slide presentation, which you can download to read the rest of my slides and my speaking notes:


Please note: while Philip Rosedale’s keynote speech on the first day of the Virtual Worlds Best Practices in Education conference on Thursday, March 19th has already been uploaded to the VWBPE YouTube channel, mine has not yet been uploaded to view. When it is, I will update this blogpost with a link to the video of my talk.

UPDATE March 30th, 2026: The video of my presentation in Second Life has now been uploaded to the VWBPE YouTube channel! Here it is (and I haven’t even watched it myself yet):

Turning 62

WARNING: This is yet another one of my Ryan-Schultz-patented meandering editorial blog posts, written during the week I turn 62 years old. I promise you, I will soon return to regularly-scheduled programming about (as the tagline of my blog now states) “News and Views on Social VR, Virtual Worlds, and the Metaverse, plus Artificial Intelligence and Generative AI’s Impact on the Metaverse.” (Hey, at least, this time, I didn’t write a whole goddamn paragraph for the blogpost title. 😜)

My birthday always falls in the very coldest of winter weather here in Winnipeg, and today has been the coldest day this season by far:

Screenshot

According to the Environment Canada website, with the windchill factored in, it feels like -48°C (that works out to -54°F for you metric-system-averse Americans). Even worse, it’s going to stay this cold for at least the next seven days, according to the forecast:

This is the time of year when we intrepid Winnipeggers, bundled up in layers covering every square centimetre of skin except for the eyes, stumble between our homes and our cars, and then rush from our cars to our workplaces, mumbling the following hallowed mantra: “noearthquakesnovolcanoesnoearthquakesnovolcanoesnoearthquakesnovolcanoes….

But fear not! While I beaver away in my (thankfully heated) cubicle at the University of Manitoba Libraries, I am surrounded by the sights and sounds of gentle waves rippling along a sandy beach in Bora Bora, one of the Apple Vision Pro’s expertly-designed immersive Environments:

The clouds gently hover, and the palm trees sway, as I work away on my MacBook Pro, using the Virtual Display feature in my Apple Vision Pro headset. Simply by reaching up and turning the upper right knob on my AVP, I banish my drab workspace surroundings in wintry Winnipeg, and replace it with a tropical paradise!! (Drinks with umbrellas not included; they would frown upon that at work.)

I have already written at length about my continuing neck and shoulder pain, due to a couple of deteriorating joints in the cervical part of my spine, the first serious sign that my aging body is starting to wear out. However, having now had some everal months’ experience with this discomfort, I now know that the two biggest triggers of that pain are:

  • Sitting too long in front of a desktop computer or notebook computer, hunched over my keyboard; and
  • When I get stressed, my neck and shoulder muscles tend to tighten up, and soon my shoulders are aching.

So, I now spend between 4 and 6 hours per workday using the Mac Virtual Display on my trusty Apple Vision Pro headset with my MacBook Pro, because I have discovered that, instead of looking down at a small screen at arms-length, my neck gets less sore, and I can work for longer stretches, looking up and ahead at a large, clear, ultra-high-definition screen hovering in the space over my desk, which is designed to appear as if you were looking at it from about 1.8 metres/6 feet away from my eyes:

Focal distance in the context of VR headsets refers to the distance at which the lenses allow your eyes to focus comfortably. In the case of the Apple Vision Pro, the actual focal distance is set around six feet.

This means that, regardless of the virtual distance of an object in the digital space, your eyes will focus as if that object were six feet away.

Also, when I upgraded my AVP from the first edition (with the M2 graphics processing chip) to the refreshed model (which contains a top-of-the-line M5 chip), I noticed that the eyestrain I used to experience after about an hour and a half while wearing the unit has completely disappeared. Hooray! And the new dual-strap knit band fits much more comfortably on my big fat head. Aside from the occasional neck-wrenching mishap, the Apple Vision Pro is worth every single penny I have spent on it. And I will be first in line to purchase the next edition of this wonderful headset. As I said before, I am all in.

Thankfully, I have finally received the final report from the Ergonomics Office at my university, with a detailed shopping list of recommended equipment to purchase. Like many of my younger work colleagues, I will be getting an adjustable-height sit/stand desk, risers to place my MacBook Pro and my brand-new Dell Windows notebook at the proper eye height, new desktop monitor holders and keyboard trays, etc. I am also learning (with the help of my ergonomist and my physiotherapist), how to take regular breaks, to stretch, walk around the office, and do some neck, shoulder, chest, and upper-back strengthening exercises.

The good news is that, because of all these changes, I am now in less frequent pain than I was a few months ago. But it has come at a cost. You see, I need to save what I like to call my “good neck” hours for my paying job as an academic librarian, which means that I have has to cut back significantly on my extracurricular, after-hours activities that used to require me to spend similarly long stretches of time sitting in front of a desktop computer at home.

One of those activities that I have had to cut back on is, unsurprisingly, my beloved virtual world of Second Life. Trying to navigate my small army of avatars and alts through all the Advent calendars and Christmas gifts in December just about did me in last month, and I have decided that my body is telling me that I desperately need to rebalance my real life/Second Life ratio a little bit, and spend more time in (gasp!) the real world. 😜

Speaking of the real world, I have maintained my boycott of mainstream social media platforms, in order to continue to focus on my good mental and emotional health. And for the same reason, I am not really paying attention to the traditional news media right now, either; if I have zero personal control over it, I simply don’t want to know. Every so often, my eyes hover over a newspaper headline at the supermarket checkout line with the latest story about Trump and Greenland, I grimace and roll my eyes, and I promptly move on with my day, focusing on those things I do have some control over (like my job, my friends, my community, and my obsessive little hobbies like Second Life). I have found that, simply by avoiding toxic social media and if-it-bleeds-it-leads news media and the doomscrolling both trigger, I have never been in a better headspace overall, and I intend to continue this approach moving forward into what appears to be yet another year of batshit craziness, train wrecks, and dumpster fires.

I find I don’t miss Facebook, Instagram, and Twitter/X/whatever the fuck Apartheid Clyde is calling it this week, at all, and I spend precious little time on Mastodon, Bluesky, and Substack (although I do check the latter from time to time, mostly for AI/GenAI news). The only social media spots I pop into now are selected subreddits on Reddit (like r/AppleVisionPro and r/VisionPro), Primfeed (think Twitter/X, but only by and about Second Life), and now Tumblr (for the wonderfully creative Heated Rivalry fan art, memes, and fan-edited music videos using clips from the TV show). Even a couple of Discord servers devoted to Heated Rivalry have popped up, where fans share fanfic recommendations! It lifts my spirit and makes me happy.

For the past four weeks, ever since my SL friend first told me about Heated Rivalry and suggested I watch the show, I have been riding a wave of feel-good hormones like serotonin and oxytocin from the Crave TV series about a hidden love affair between two professional-league hockey players (I wrote about it here). And I am not the only one feeling that heady rush after watching the show! Many commenters in posts on the r/HeatedRivalry subreddit talk about the impact the show has had on them, and many have watched the entire TV series multiple times. The best and most concise summary of this phenomenon (which one joker suggested we call “the Heated Rivalry Mass Psychosis Event” 😂) is that watching the show makes you feel as though you are falling in love. There are many Reddit and Tumble posts from people who, like me, feel that the show has given them an important insight on their lives and how they are living them.

The following Reddit post is one example I saved because I could relate to it so much:

One Heated Rivalry fan’s emotional response to the show. I could 100% relate to this person saying that they had cut themselves off from dating, romance, and intimacy, because watching the TV show made me realize the exact same thing about myself. I could share with you dozens of other examples from Tumblr and Reddit about how the show has impacted viewers. This show has genuinely struck a chord with many people in the LGBTQIA+ community (and probably in the straight world, too).

And—just as I had with the movie Brokeback Mountain, almost exactly 20 years ago—After watching the Heated Rivalry television series, I bought and read books 2 and 6 of Nova Scotia author Rachel Reid’s book series Game Changers (the original source material for season 1 and the already-greenlit season 2 of Heated Rivalry), and then dove head-first into the Heated Rivalry/Game Changers-inspired fan fiction posted to Archive of Our Own (AO3 for short). Here’s a link to AO3 of HR/GC fan fiction, sorted in descending order by kudos (fan likes). WARNING: please note that many of these fanfics have an adult content warning for explicit gay sex scenes! One of the ironic things I find about explicit gay fan fiction (also called slash fiction) is that it is primarily written by, and read by, an audience that is predominantly straight women (although, of course, it also has many fans among the LGBTQIA+ community).

Connor Storrie (left) plays Ilya Rozanov and Hudson Willaims plays Shane Hollander in the surprise hit Crave TV series Heated RIvalry (showing on HBO Max in the U.S.)

Yesterday, my hometown newspaper, the Free Press, devoted a full two-page spread about how Heated Rivalry has become a major pop-culture moment, with ripples spreading out far beyond the queer community and fan fiction writers. I had to laugh when I read a column (original; archived version if you hit a paywall) where three FP reporters were discussing their squeamishness about watching the gay sex scenes in Heated Rivalry. Straight people clutching their pearls over depictions of gay sex in mainstream media are just so funny to me.

I mean, c’mon, people. For God’s sake, if you’ve ever watched Bridgerton, there’s just as much (non-genital but ass-showing) nudity and (non-X-rated) sex happening there, and nobody needs to fetch their smelling salts for that! We do the exact same things in bed that you do, straight people (and no, on second thought, I am NOT gonna spell it out for you here). 😉 Please get OVER yourself.

Okay, end of rant…switching to other topics.

I have two things coming up that I wanted to share with you, my faithful blog readers. First, I have been honoured to be asked to be one of the keynote speakers at the 2026 Virtual Worlds Best Practices in Education conference, taking place in the virtual world of Second Life March 19-21, 2026. Of course, I said yes! I haven’t picked a topic or even a presentation title yet, but expect an announcement soon-ish.

Second, although it is not official official (and I really should wait until I get the official letter from university administration, which I was told should happen about the end of March), the University of Manitoba Libraries has approved my application to take a one-year Research and Study Leave (at full salary) to start later this year, where I am relieved of my regular academic librarian duties, and can work on a special project. Academic librarians at the University of Manitoba are members of the faculty union, and just like the the professors, we have the right (and the opportunity) to pursue research. Again, more details later. I’ve only mentioned this to a couple of people so far, but I think I can share that much detail at this time.

So 2026 is going to be a very interesting year for me, on several fronts! Heated Rivalry has inspired me to make some significant choices and changes already (some of which you will hear about, and others you won’t). Wish me luck!

Uncommon Realities: The 16th Annual Virtual Worlds Best Practices in Education (VWBPE 2023) Conference Takes Place in Second Life, March 23rd to 25th, 2023

The theme of VWBPE 2023 conference is Uncommon Realities

Once again this March, the Virtual Worlds Best Practices in Education conference (VWBPE for short) will take place in Second Life, running from March 23rd to 25th, 2023. According to the EventBrite description of the conference:

This year, we celebrate Virtual Worlds Best Practices in Education’s 16th Annual International Conference on Education in Virtual and Augmented Reality. The main conference takes place March 23-25, 2023, with immersive experiences happening two weeks before and after the main event.

Virtual Worlds Best Practices in Education is a global grassroots community event focusing on education in immersive virtual environments. This open conference is organized by the education community to provide an opportunity to showcase the learning that takes place using virtual and augmented environments. Educators and content creators alike are encouraged to attend, present, and take part in this discussion of collaborative deeper learning and co-presence in virtual worlds and games.

To the best ability possible, VWBPE provides educational and networking opportunities that are relevant to educational curriculum development utilizing virtual environments and “best practices”.

These include

  • helping to build community through extension of learning best practices to practical application of those ideas and techniques;
  • providing networking opportunities for educators and the communities that help support education; and
  • providing access to current innovations, trends, ideas, case studies, and other best practices for educators and the communities that help support education.

Over 1,200 people from 30 countries attended our last conference in March 2022. In just the past several years, over 200 hours of video footage has been captured and has been made available free to the academic community in addition to other video broadcasts, with thousands of views.

Virtual Worlds Best Practices in Education is a meaningful way for presenters to share their research and experience about the rich learning systems in virtual worlds and games. This free online conference is produced entirely by volunteers.

According to their mission statement, taken from the VWBPE website:

This open conference is organized by the Second Life community to provide an opportunity to showcase the learning that takes place using virtual worlds. Everyone is encouraged to present, attend and take part in this discussion of collaborative deeper learning and co-presence in virtual worlds and games…

Over 2,000 attendees representing 90 countries participate in 150-200 online presentations including theoretical research, application of best practices, virtual world tours, hands-on workshops, discussion panels, machinima presentations, and poster exhibits. You do not have to be a formal academic to participate.

While the VWBPE conference proceedings are apparently published as the Journal of Virtual Studies published by Rockcliffe University Consortium, my Firefox web browser threw up a security warning when I tried to access the journal’s webpage:

Indeed, Rockcliffe University Consortium (a gold-level sponsor of VWBPE, and a primary organizer of the conference) is a “university” which, as far as I am aware, exists only within the virtual world of Second Life, as opposed to an accredited, real-world university. According to their website:

Rockcliffe is a registered non-profit C-Corp in the United States, however we are not a 501(c)3. Structurally, we are organized along the lines of a B-Corp. The organization is made up completely of volunteers. The entire organization is a collection of global SOHO [small office/home office] locations tied together through a common technical infrastructure that serves as a proxy for a brick and mortar location. While the majority of our volunteers are from the United States, Rockcliffe also [has] volunteers based in Canada, the United Kingdom, France, and Australia.

While those who seek the reassurance of academic rigour and scholarly structure might turn up their noses at a self-proclaimed Second Life “university” with a glitchy journal website, I would remind you that the current organization also embraces those virtual world educators and researchers who might otherwise feel excluded from a professional, academic conference. And I can attest that I have attended some truly excellent presentations at previous VWBPE conferences over the past 15 years, such as this 2021 talk by Dr. Marie Vans about social VR.

So I would encourage you, who perhaps might never have heard of the Virtual Worlds Best Practices in Education conference before, to consider attending this year. The final conference agenda has not been published yet, but you can already register for free for VWBPE 2023 via EventBrite. VWBPE 2023 organizers are also looking for volunteers (more information and a volunteer sign-up form are here).

You can visit the VWBPE website for more information. If you need to set up a Second Life avatar to attend VWBPE 2023, just visit the Second Life website and click on either of the places indicated by the red arrows (or just go here):

Setting up a Second Life avatar/account is easy

And if you should need a little help getting your Second Life avatar looking presentable and fashionable while spending as few Linden dollars as possible, well, Auntie Ryan has got you covered. 😉

See you at VWBPE 2023!

The 15th Annual Virtual Worlds Best Practices in Education (VWBPE) Conference in Second Life, March 31st to April 2nd, 2022

This is just a brief blogpost to remind you that the 15th Annual Virtual Worlds Best Practices in Education (VWBPE) Conference is taking place in Second Life from March 31st to April 2nd, 2022. SL blogger Inara Pey writes:

The 2022 Virtual Worlds Best Practice in Education (VWBPE) conference will be taking place between March 31st and April 2nd inclusive, and both a call for proposals and a call for volunteers to help run things has been issued…

VWBPE is a global grass-roots community event focusing on education in immersive virtual environments which attracts over 2,000  educational professionals from around the world each year, who participate in 150-200 online presentations including theoretical research, application of best practices, virtual world tours, hands-on workshops, discussion panels, machinima presentations, and poster exhibits.

In the context of the conference, a “virtual world” is an on-line community through which users can interact with one another and use and create ideas irrespective of time and space. As such, typical examples include Second Life, OpenSimulator, Unity, World of Warcraft, Eve Online, and so on, as well as Facebook, LinkedIn, Twitter, Pinterest or any virtual environments characterized by an open social presence and in which the direction of the platform’s evolution is manifest in the community.

For more information, please see the VWBPE website. If you wish to volunteer at the conference, please visit this information page and volunteer sign-up form.

See you there!