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.

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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:
Driving Consumer Product Strategy In A Global Recession
Original air date: Friday, October 31, 2008
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