November 24th, 2009
By Kel Smith
Many of us use and enjoy virtual worlds such as Second Life for work and play, and there is a vital demographic of virtual world participants with a wide range of disabilities: visual impairments, motor skill disorders, degenerative illness, limited mobility, and cognitive difficulties.
Many of these people use virtual technology to great social and therapeutic benefit. For these users, avatar-driven 3D environments serve as more than a game. Virtual worlds operate as a form of augmented reality, one where it’s possible to transcend a user’s physiological or cognitive challenges into something extraordinary.