For Vendor Strategy Professionals (Length: 12 pages)
This document includes Business Data

July 28, 2009

The Real Value Of Virtual Worlds

A Guide For Hooking Business Customers And Partners With This New Technology

by TJ Keitt

with Ellen Daley, Reedwan Iqbal


Executive Summary (This is a document excerpt)

From the point of view of most business leaders, the utility of virtual worlds in business is not apparent. Heretofore, virtual world vendors have not done a particularly good job articulating the value because many are wrongly trying to set up their solution as an alternative to flawed — but good enough — Enterprise 2.0, collaboration, and conferencing solutions. This strategy obscures what should be the central message of virtual world providers: They allow for groupings that can be augmented or reduced on the fly while also allowing users to consider information from multiple applications simultaneously. Once vendors refine their message to this, they will have a storyline that can appeal to a broader customer base as well as unified communication (UC) providers with whom they can partner. To this end, virtual world vendors need to limit their focus on the quality of avatars, stop trying to compete with other collaboration solutions, and start building relationships with other collaboration providers.

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TABLE OF CONTENTS

NOTES & RESOURCES

itemVirtual Worlds Need A New Value Proposition To Capitalize On Potential

itemThe New Pitch: Virtual Worlds Enable More Dynamic Distributed Interactions

itemVirtual Worlds Are A Complementary — Not Disruptive — Collaboration Technology

recommendations

itemEstablishing Virtual World Value Requires Getting Back To Basics

itemSupplemental Material

Forrester interviewed four companies, including Forterra Systems, Protonmedia, Qwaq, and Tandem Learning.

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Analyst: TJ Keitt
Technology: B2B Sales & Marketing, Customer Experience, Enterprise Collaboration, Information & Knowledge Management, IT Adoption, IT Spending & Budgeting, Networking, Product & Solutions Strategies, Social Computing & Web 2.0, Unified Communications
Industry: Computer Software Industry, High-Tech, Tech Sector Economics
Geography: Europe, North America

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