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Today, Virtual Worlds reach over 300 million users. Are you ready for them?
Research Report: Virtual Worlds
Gartner predicts that by 2011 eighty percent of active internet users will have a second life in a Virtual World.
The next decade promises an explosion in Virtual Worlds and a universe of opportunity for organizations to captivate the hearts and minds of digital natives. The preference shift to mixing online commerce with the rich media of virtual worlds and integrating entertainment value into customer experiences will require organizations to effectively plan for Virtual Worlds in their business models. This report, with two years of in-depth research behind it, will help your organization get there.
What are Virtual Worlds?
Virtual Worlds are computer-based simulated environments that bring together diverse participants for online interaction. Virtual worlds provide interesting new capabilities and opportunities for businesses to augment their customer and consumer interaction experience models. For example, the purpose of these models may include creating positive brand experiences or providing alternative purchasing experiences critical to attracting digital natives.
Why should I care about Virtual Worlds?
Our world is more distributed; business is faster paced and highly competitive. As organizations continue to expand and experiment more with virtual environments to reach specific consumer or customer needs, business leaders will need to ensure that they understand how Virtual Worlds impact their organization’s future plans. This report provides a view into how the Virtual World experience economy is unfolding, and how organizations can take advantage of this new market dynamic to unleash new forms of innovation and growth. Every organization – profit or not for profit – can benefit from virtual worlds today. The only barrier is the organization’s ability to learn, innovate and execute. This report can help you make this shift.
How are Virtual Worlds used in business?
Since its inception, hundreds, even thousands of companies and not-for-profits have been created in Second Life (SL), a premier Virtual World. The goals behind a presence in Second Life vary. Organizations seek to:
- Establish or enhance their brand, participate in a global community, conduct research and development, and test new markets
- Provide inexpensive immersive facilities for corporate training, quarterly and annual meetings, employee communication sessions, conferences
- Create opportunities to “meet” in a Virtual World with international clients, to demonstrate products, provide training, and give presentations.
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