Document Controls

  • View a Print Friendly version of this document

    Print
  • Toggle highlighting of search terms in this document

  • Text Size: 

    • A (normal)
    • A (larger)
    • A (largest)

For CMO & Marketing Leadership Professionals

Primary Analyst Photo Document Information Rate this Document

January 9, 2008

Should You Be In Second Life?

The Real Business Of Virtual Worlds

an introduction by Jaap Favier

Average:
(1 rating)

This is an excerpt

Executive Summary

More than 19 million consumers worldwide participate in virtual words like Second Life and Cyworld, or in massive multiplayer games like World Of Warcraft. For marketers, these rich interactive environments form a promising channel.

This is an excerpt

This document is not available for individual purchase.

Please contact a sales representative for more information.

Save and Share

Document Tools

Spread the word: