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For Consumer Product Strategy Professionals
(Length: 6 pages)
September 26, 2008 The Revival Of Consumer Virtual WorldsVirtual Worlds Emerge From Their Initial Boom/Bust Cycleby Paul Jackson with Michelle de Lussanet, Laura Wiramihardja Executive Summary (This is a document excerpt)The two years since virtual worlds went "mainstream" have been a roller-coaster ride for all involved; for every success like World of Warcraft, there have been negative developments such as the media backlash against Second Life. Now, as a number of new worlds are appearing, the technology is improving, and interest levels are growing, virtual worlds are ready to enter their second phase. Forrester recommends that consumer product strategy professionals watch the space carefully — if they are not involved already — as we expect the next 12 months to be momentous for consumer virtual worlds. Much-heralded new worlds will arrive, marketers will return to the medium after initially being burned, and Web3D elements will start to creep into consumers' lives. Buy Risk-FreeDownload and print PDF immediately. Price: US $749 Our Money-Back Guarantee: If you are not completely satisfied, return it for a full refund within three weeks of your online purchase. Already a Forrester Client?
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Archived Teleconference:
Consumer Product Innovation
Original air date: Monday, June 15, 2009
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