Massively multi-user on-line role playing games (MMORPGs) may, in India today, be restricted to teenagers who have access to broadband but there are two powerful reasons why this is about to change : first – broadband is becoming ubiquitous, more so with 3G and WiMAX on the horizon and second – the teenagers themselves are becoming adults and hence significant ! But the advent of MMORPGs like World of Warcraft and EverQuest are harbingers of a far more subtle but significant shift in the way we humans perceive ourselves and the world around us. If you think that social networks like Orkut, Facebook, MySpace and professional networks like LinkedIN have changed the way people know and keep in touch with each other then 3D virtual worlds like Second Life represent the next generation ( or the third generation !) in relationship management. Based on the technology that is responsible for the intense and immersive 3D experience of MMORPG, and offering the flexibility and personalisatio...