Abstract

In this article we compare the content creation systems of two popular virtual worlds: World of Warcraft and Second Life. We then discuss recommendations for three-dimensional (3D) content creation systems based on current trends in 3D user interface research. We hypothesize that by designing 3D content creation systems that follow these recommendations, virtual-world economies based on custom content creation (e.g., Second Life) may be transformed, as more people will be able to create and modify content.

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