The document discusses how companies can effectively market and advertise in virtual worlds. It notes that over 80 million people actively participate in virtual worlds each month. The author argues that a presence in virtual worlds will become critical for businesses as more people spend time and have social experiences in these spaces. The document provides advice on how to avoid common mistakes made by early virtual world advertisers, and emphasizes the importance of engaging residents through in-world activities and experiences that keep them within the virtual world, rather than just linking to external websites. It also highlights how interactions, user behavior and interests can be measured and connected to existing business data systems to gain insights.
41. Kids-Worlds and 2.5D Worlds accessible with a Web-Browser grow much faster ATM, than ...
42. ... Client / Server based VW's like Second Life, There, Entropia Universe etc.
43. By the end of 2011, 80 percent of active Internet users (and Fortune 500 enterprises) will have a “second life”, but not necessarily in Second Life, according to Gartner, Inc.
153. Making Sense Of Business in Virtual Worlds Wir verstehen uns als Full-Service Dienstleister im Bereich virtueller Welten, der Maßnahmen messbar macht und in den Kontext einer integrierten Kommunikation stellt.