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“This is all a part
of the moving illustration drawn by his computer according to specifications coming down the fiber-optic cable. The people are pieces of software called avatars. They are the audiovisual bodies that people use to communicate with each other in the Metaverse.”
games • 69% of American
heads of households play computer or video games • The average game player age is 33 • 25% of gamers were over the age of 50 • 42% of online game players are female • Women aged 18 or older = 30% • Boys age 17 or younger = 23% Source: Entertainment Software Association “Essential Facts about the Computer and Video Game Industry, 2006” http://flickr.com/photos/ian_d/30859899/ http://flickr.com/photos/earlg/304373180/ http://flickr.com/photos/dailysnap/360147199/
aloft “Over the past few
months, we have actively solicited input from you, the Second Life residents, on such design features as public spaces, guest rooms and exteriors – everything from color palette to space planning. After reviewing all of your comments, several changes to the overall design of aloft are a direct result from your feedback. Not only have these changes been applied to the virtual hotel, they will also be reflected in the “real-life” aloft hotels.” http://www.virtualaloft.com/
“We developed Scion City to
connect with the trendsetters. That's our target demographic - people who do things first. Trendsetters are instrumental in promoting brands.” Adrian Si, Interactive Marketing Manager, Scion