Taking, however, a more critical look at Second Life as a platform for serious games, it might appear to be lacking in a number of respects, including (not the least important) security, programmability and robustness. As the failure of many of the early CSCW (Computer Supported Cooperative Work) applications indicates, cf.  [Churchill et al. (2001)], to provide adequate support for collaboration is not easy, since a manifold of issues have to be resolved, such as turn-taking, gaze detection, etcetera. And in addition, for tasks that require strict timing, such as musical improvisation,  [Eliens et al. (1997)], synchronization and time-lag have to be taken into account.