Sponsorship Opportunities
VWBPE 2021 Sponsorship Opportunities

14th Annual Virtual Worlds Best Practices in Education

Use of 3D rendering technology has been making its way more and more into mainstream education in both academic and business settings. This conference is for those educators who need an opportunity to connect with others on the cutting edge in the use of virtual worlds and how to best apply them in a practical setting. Unlike other conferences on virtual world education and technology, this conference is for educators, by educators, having consistently delivered value for money far in excess of any other conference of its type available anywhere in the world today.

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Main Conference

From: Thursday, March 18, 2021
To: Saturday, March 20, 2021
Cost: VWBPE is a FREE conference made possible by the generous contributions of time, money, and facilities by volunteers and conference partners.
Website: http://www.vwbpe.org
Details: VWBPE 2021 General Sponsorship (PDF)

Become a Sponsor

Click here to become a sponsor or if you have questions about sponsorship opportunities in 2021, use the form below.

Become a VWBPE 2020 Sponsor

Blue Ribbon Community Sponsors

Sponsors in any amount in the $25-$249 USD range will receive recognition as Blue Ribbon Community Sponsors. To contribute, click on the PayPal button below.

More Opportunities

These added opportunities are available to you as a sponsor at any level from Bronze to Platinum.

Participate in a Micro Burst Cluster for Sponsors

You can give a 15-minute presentation about your product or service, with a short question-and-answer period, as one of several “micro bursts” in sessions of 60 to 90 minutes. We will cluster sponsor presentations together to showcase what you offer to support virtual education. We ask that you refrain from selling any products or services during the conference. If interested, submit a presentation proposal under the appropriate track and the “Micro Burst” format.

Create a 3D Exhibit to Display

Conference exhibits in virtual worlds are a far cry from ordinary brick-and-mortar conferences – the possibilities are amazing! You can showcase your service or product in ways that are limited only by your imagination. We ask that you refrain from selling any products or services in your exhibits. If interested, submit a exhibit proposal under the appropriate track.

Volunteer at the Conference

The VWBPE Conference is not just a once-a-year event. The lasting connections that we make with others there enrich our professional practice all year long. Volunteering is a great way to join in, and you don’t have to have much experience – training is provided. For instance, being available in the landing zone to greet visitors helps people to feel welcome, and even if you can’t answer their questions, you can direct them to someone who can. This can be a great opportunity to network with potential clients. Consider signing up to volunteer at the conference.

VWBPE Background

Virtual Worlds Best Practices in Education is a global grass-roots community event focusing on education in immersive virtual environments. This open conference is organized by educators, for educators, to provide an opportunity to showcase the learning that takes place in this community of practice. All educators are encouraged to present, attend and take part in this discussion of collaborative deeper learning and co-presence in virtual worlds and games.

The Global Classroom

Virtual Worlds Best Practices in Education is a meaningful way for presenters to share their research and experience about the rich learning systems in virtual worlds and games. This free online conference is produced entirely by volunteers. Conference proceedings are published as the Journal of Virtual Studies by Rockcliffe University Consortium.

What are the Goals of VWBPE?

To the best ability possible, VWBPE provides educational and networking opportunities that are relevant to educational curriculum development utilizing virtual environments and “best practices”.

These include:

  • helping to build community through extension of learning best practices to practical application of those ideas and techniques;
  • providing networking opportunities for educators and the communities that help support education; and
  • providing access to current innovations, trends, ideas, case studies, and other best practices for educators and the communities that help support education.

What Qualifies as a Virtual World?

A virtual world is an online community that takes the form of a unique environment through which users can interact with one another and use and create ideas irrespective of time and space. Virtual worlds can be either 2D or 3D. They may be co-located or distributed. The core aspect that defines a virtual space is that a virtual environment provides a uniquely shared space for emerging relationships and serves as a foundation for the development of knowledge creation and sharing.

Examples include Second Life, OpenSim, Unity, Facebook, LinkedIn, Twitter, Pinterest, World of Warcraft, Eve Online and many others. These virtual environments are characterized by an open social presence and where the direction of the platform’s evolution is manifest in the community. This is unlike systems such as WebEx, Sococo, JoinMe, and other platforms which are focused on more utilitarian purposes to a closed audience.


Over 2000 attendees representing over 60 countries participate in online presentations including theoretical research, application of best practices, virtual world tours, hands-on workshops, discussion panels, machinima presentations, and exhibits. You do not have to be a formal academic to participate. Our community includes those in the education field, those that support educators through products and services, and those accomplishments, and creative works, have been inspired by curriculums involving digital media.
The past several conferences have shown a consistency in both breadth and reach of the conference. Total participation figures represent one of the best attended conferences globally in the field of education.