World of Bizcraft
This article sketches the features required of a platform (which I refer to as ‘World of Bizcraft’) that supports virtual worlds dedicated to research and education on business-related topics. Key features include progressivity of content and challenges, which is a standard feature in most educational processes; certification of players’ achievements, rather than the achievements of the players’ characters; the ability to control participant interaction, collaboration and creation of game assets; implementation of induced value, which forms the foundation of experimental research in economics; production functions that capture the realities of real businesses; sophisticated property rights that support complex software-enforced contracts; and comprehensive systems for business reporting.
Virtual Worlds, Gaming, Business Education
This work is licensed under a Creative Commons Attribution 3.0 License.
The full website for the Journal of Virtual Worlds Research can be found at: http://jvwresearch.org