Virtual  Worlds
 
 
Gartner: “ 80% of the active internet population  will have an avatar by 2011”
Forrester Research: “ Within the next 5 years Virtual Workspaces will be  equally important to business as the web is today”
Reach Virtual Worlds: 35.000.000 people 30.000.000 in between 13 and 21of age
 
 
$425 MILLION  INVESTED IN  15 VIRTUAL WORLDS COMPANIES  IN  4TH QUARTER 2007
WHY?
Demand for Immersion Escapsim Demand for sharing on the Social web Fast Prototyping Instant user interaction Technology Pu...
 
Over-hyped, ugly,  instable and outdated
empty no purpose bad graphics steep learningcurve slow (lag)‏ instable
Inflated Expectations
SECOND LIFE FILTERS  HORRIBLY
100% of Second Life is created by its users 85% is  CRAP  (just like the web)‏ 5% is 'Quality' 2% is marketing/business re...
 
 
 
 
 
 
 
Improvements in 2008: Windlight – HAVOK4 - Mono
Improvements in 2008: Companies looking for applications
Improvements in 2008: Quality User Generated Content
Improvements in 2008: Hardware of the users of VWs
APPLICATION
Inworld Economy Business Integration Brand Presence/Avartising
Content Creation Services Virtual Entrepreneurs Branded Worlds
E-Learning & Presentations Crowdmining/Crowdsourcing 3D Applications
' Entertainment ' Market Research Experimenting
(Social) Networking Art & Expression Gaming
What's in it for us? What do we stand to gain?
Research  potential Experiment  with implementation Show  innovation
Reach out to  new markets Produce  Purple Cows Create  new  products Better  communication  to existing markets Stay in to...
Virtual  Worlds
 
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Virtual Worlds D P I

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Virtual Worlds D P I

  1. 3. Virtual Worlds
  2. 6. Gartner: “ 80% of the active internet population will have an avatar by 2011”
  3. 7. Forrester Research: “ Within the next 5 years Virtual Workspaces will be equally important to business as the web is today”
  4. 8. Reach Virtual Worlds: 35.000.000 people 30.000.000 in between 13 and 21of age
  5. 11. $425 MILLION INVESTED IN 15 VIRTUAL WORLDS COMPANIES IN 4TH QUARTER 2007
  6. 12. WHY?
  7. 13. Demand for Immersion Escapsim Demand for sharing on the Social web Fast Prototyping Instant user interaction Technology Push Growing phenomena & userbase A Flat Metaverse (Mash ups)‏ Inflated Expectations Digital Adoption (Generation Y)‏ Serious Gaming
  8. 15. Over-hyped, ugly, instable and outdated
  9. 16. empty no purpose bad graphics steep learningcurve slow (lag)‏ instable
  10. 17. Inflated Expectations
  11. 18. SECOND LIFE FILTERS HORRIBLY
  12. 19. 100% of Second Life is created by its users 85% is CRAP (just like the web)‏ 5% is 'Quality' 2% is marketing/business related
  13. 27. Improvements in 2008: Windlight – HAVOK4 - Mono
  14. 28. Improvements in 2008: Companies looking for applications
  15. 29. Improvements in 2008: Quality User Generated Content
  16. 30. Improvements in 2008: Hardware of the users of VWs
  17. 31. APPLICATION
  18. 32. Inworld Economy Business Integration Brand Presence/Avartising
  19. 33. Content Creation Services Virtual Entrepreneurs Branded Worlds
  20. 34. E-Learning & Presentations Crowdmining/Crowdsourcing 3D Applications
  21. 35. ' Entertainment ' Market Research Experimenting
  22. 36. (Social) Networking Art & Expression Gaming
  23. 37. What's in it for us? What do we stand to gain?
  24. 38. Research potential Experiment with implementation Show innovation
  25. 39. Reach out to new markets Produce Purple Cows Create new products Better communication to existing markets Stay in touch with clients Find work applications Create better quality
  26. 40. Virtual Worlds

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