For Consumer Product Strategy Professionals (Length: 6 pages)
This is a Client Choice document

September 26, 2008

The Revival Of Consumer Virtual Worlds

Virtual Worlds Emerge From Their Initial Boom/Bust Cycle

by 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-Free

Download 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?
Log in to read this document.

Add to cart

Find Documents In Related Categories

This document falls under the following categories. Click on a link below to find similar documents.

Analyst: Paul Jackson
Technology: Customer Experience, Social Computing & Web 2.0
Industry: Consumer Media & Entertainment, Gaming, Media & Entertainment
Geography: Asia Pacific, Europe, North America

Archived Teleconference:
Consumer Product Innovation
Original air date: Monday, June 15, 2009
corner border corner
Ratings and Comments
Rating: 9 out of 10
based on 2 ratings across all roles.
corner border corner