This document discusses virtual worlds and their uses. It provides examples of how various companies and organizations utilize virtual worlds for purposes such as sales, branding, education, recruitment, collaboration, training, new employee orientation, simulation, development, and hybrid events. Both public virtual worlds like Second Life and internal virtual worlds used by companies like IBM and T-Systems are examined. Potential benefits of virtual worlds include 24/7 learning, cost savings, and increased knowledge sharing. However, issues with adoption, technical limitations, security, and lack of non-verbal cues are also noted. Experts provide differing views on the current and future potential of virtual worlds for businesses.