Flirt virtual worlds
Users could travel throughout the Home world, which was frequently updated by Sony and its partners.
This was part of a 2007 study of virtual worlds, which was funded partially by Intel and partly by US government grants.This beta test was for feedback on certain changes suggested by the Home community.The first global "public space" was released on June 10, 2010, allowing all users from the Asian, European, Japanese, and North American Homes to converge in one space.A relatively new publication, the Journal of Virtual Worlds Research, has been actively studying online RPGs for as long as the games have been around, and have found some interesting data about player behaviour.
Most interestingly, a report titled “The Rogue in the Lovely Black Dress: Intimacy in World of Warcraft” talks about the real patterns of intimacy that evolve in the world’s most popular massively-multiplayer online role-playing game. In the World of Warcraft report, researchers found that all types of intimacy patterns are recreated in the virtual world.On April 20, 2011, Home released version 1.50, which dramatically improved the physics and graphics engines.