This report is an example of how Web 2.0's "teen toys" have become a serious work tool. It explores how cutting-edge government organizations are using 3-dimensional virtual worlds on the Internet to conduct training, recruit new employees, and educate the public. It also provides a guide to how virtual worlds have become a fast-growing social phenomenon that believe that, by the end of 2011, fully 80 percent of all active internet users will be participating in 3-D virtual worlds.