For Consumer Product Strategy Professionals (Length: 15 pages)

March 23, 2007

The Real Business Of Virtual Worlds

Firms Creating New Virtual Worlds Must Balance Real Revenues With High Risks

by Paul Jackson

with Michelle de Lussanet, Erica Driver, Ted Schadler, Lizet Menke


Executive Summary (This is a document excerpt)

Second Life has brought discussions about virtual worlds out of the geeks' basement and into the harsh light of business life. Revenues from successful virtual world services can be substantial, but success can be fleeting and significant risks are involved. Strategy professionals should investigate virtual worlds as a new channel for reaching the most influential segments of consumer markets. Make sure you're "learning by doing" and are prepared to handle the emergence of business-critical, high-revenue virtual worlds.

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TABLE OF CONTENTS

NOTES & RESOURCES

itemVirtual Worlds: A Primer

itemThe Business Of Virtual Worlds

itemInfluential Consumers And New Opportunities Drive Business Interest In Virtual Worlds

itemVirtual Worlds Promise A Direct Revenue Business Opportunity . . .

item. . . But The Costs And Risks Associated With Virtual Worlds Are Substantial

Recommendations

itemEngage, Experiment, And Explore . . . But Don't Get Carried Away Just Yet

WHAT IT MEANS

itemThe More Inclusive Future Of Virtual Worlds

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Analyst: Paul Jackson
Technology: B2B Sales & Marketing, Customer Experience, Emerging Marketing Channels, Interactive Marketing, Marketing & Advertising, Product & Solutions Strategies, Social Computing & Web 2.0, Web Site Design
Industry: Consumer Electronics, Consumer Media & Entertainment, Consumer Portals & Search, Digital Content, Gaming, Media & Advertising Trust, Media & Entertainment
Geography: Asia Pacific, Europe, North America

Archived Teleconference:
Using Social Media For Product Development
Original air date: Wednesday, September 16, 2009
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Ratings and Comments
Rating: 9 out of 10
based on 16 ratings across all roles.
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