Journal of Management Information Systems
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Virtual worlds have become increasingly popular with the growth of high speed Internet access worldwide and online gaming. The popularity of massively multiplayer online role playing games MMORPG, such as World of Warcraft, and virtual worlds, such as Second Life, has created an opportunity for educators to build a learning platform that students can readily relate to. This paper explores some of the possibilities of utilizing one particular virtual world Second Life as a platform for network and information security training with a focus on the profiling of online behavior. In particular it describes the initial attempts of its use at one of the Pennsylvania State University's campuses.