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.