SSE VW Pestel Group3

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    SSE VW Pestel Group3 - Presentation Transcript

    1. Virtual World Industry, PESTEL Model Analysis - Focused on Economic Element Group3, January 2009 Yi Xiong [email_address] Qifeng Pan [email_address] Muhammad Faraz Khan [email_address] Jae Won Jung [email_address]
    2. Outline
      • Virtual World Industry Overview
        • What is virtual world?
        • What does virtual world consist of?
        • Development of virtual world
      • PESTEL Model Analysis – Focused on Economic
        • World GDP trend
        • International trade
        • Inflation
        • Global outlook
      • Future Trend
    3. Virtual World Industry
      • Virtual World Industry Overview
      • PESTEL Model Analysis
      • – Focused on Economic
      • Future Trend
      1 2 3
    4. Industry Overview
      • What is virtual world?
      • A virtual world is an interactive simulated environment accessed by multiple users through an online interface.
      • see more: http://www.youtube.com/watch?v=wMOqI3hH9Gs
      • (Virtual World Tour 2008)
      • What does virtual world industry consist of?
      • - Massively Multiplayer Online Games(MMOGs), eg Warcraft, CS ect
      • - Online Communities (eg, chatrooms, forums)
      • - Corporation Application (collaboration, traning, employee ‘on board’ , brand building)
      • - Education Application (training)
      http://www.virtualworldsreview.com/ , Source: Christian & Sean 2008
    5. The First Age The Second Age The Third Age The Fourth Age
      • 1978 - 1985
      • Multi- User Dungeons (Text-base) built by initial inventors
      • 1985 - 1989
      • Multi- User Dungeons (Text base) built by enthusiast users and amateur developers. Foreshadows of user-created-content
      • 1989 - 1995
      • MUDs with scripting languages and birth of Object Oriented MUDs (MOOs)
      • 1995 – 1997
      • Emergence of online dial-up services as mainstream vehicles for MUDs
      Source: Christian & Sean 2008 Industry Overview The Fifth Age
      • 1997 – now
      • Graphical worlds move from multiplayer to massivelymultiplayer online games
      • emergence of social and serious use of virtual world
      • technologies beyond game-focused applications
    6. Industry Overview Virtual World Venture Activities, July 2007 to July 2008 Over one billion dollars were spent by the venture community on startups directly within or supporting virtual worlds between August 2007 and August 2008
    7. Virtual World Industry
      • Virtual World Industry Overview
      • PESTEL Model Analysis
      • – Focused on Economic
      • Future Trend
      1 2 3
    8. PESTEL Model Analysis Johnson & Scholes 1997 Politics and government Environment Technology Legal structure Social and Demographic structure International/ national economy Industry environment
      • World GDP Growth Trend
      PESTEL Model Analysis Source: World Bank, Global Economic Prospects 2009 From World Bank indicate: The real GDP will go down to 0.9 in 2009 and 3.0 in 2010
      • Developed Countries GDP Growth Trend
      PESTEL Model Analysis Source: World Bank, Global Economic Prospects 2009 GDP went down from Q3 and Q4, 2008 in developed countries
      • World GDP Growth Trend
      PESTEL Model Analysis Source: World Bank, Global Economic Prospects 2009 Beside the economic depression, slow population growth is another reason for the weaker GDP
      • International Trade
      PESTEL Model Analysis Source: World Bank, Global Economic Prospects 2009 First decline occur since 1982
    9. PESTEL Model Analysis Source: World Bank, Global Economic Prospects 2009
    10. PESTEL Model Analysis Source: World Bank, Global Economic Prospects 2009
    11. Virtual World Industry
      • Virtual World Industry Overview
      • PESTEL Model Analysis
      • – Focused on Economic
      • Future Trend
      1 2 3
    12. Future Trend Strategy Analytics has released a report claiming that by 2017, there will be nearly ONE BILLION virtual world registrants, with 22% of global broadband users having signed up for one or more virtual worlds Source: The Virtual Economic Forum
      • Investment in virtual world industry will slow down in the coming year
      • Virtual world investment goes to youth market
      • The training and education market will continue to drive widespread adoption of virtual world technology, as the broad experimentation within Second Life demonstrates
      • Governmental adoption of virtual world technology is another potential disruptor to the development of the industry.
      Future Trend Source: Christian & Sean 2008, http://knowledge.emory.edu/article.cfm?articleid=1167

    + Robin TeiglandRobin Teigland, 11 months ago

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