Answer to Question 1
Virtual worlds have not caught on as expected for business, partly because the software can be buggy and the interfaces too complicated for a quick customer visit. These worlds have also been mainly used as social venues, so some inhabitants don't welcome commercial activity. Businesses can be hesitant to invest in any case, because most virtual-world products and the servers that host them are privately owned by software vendors, so if they go out of business, the digital properties vanish, wasting the effort that went into building them. Despite rocky starts, virtual worlds hold much promise for collaboration. Business users who want to hold meetings are attracted to them as a way to simulate a live conference with speakers, breakout rooms, and small-group sessions. Beyond 3D business meetings, virtual worlds can recreate any environment for humans to explore, from a tiny blood cell to the vast emptiness of space. For engineers, the ability to collaborate on the design of component parts, regardless of how small or large, offers exciting possibilities. The opportunities for educators to simulate live classrooms are equally intriguing.
Answer to Question 2
TRUE