Search Results Page

Displaying Results for:

Track research using these terms:

Sort by:

Displaying results 1-15 of 15 results

Results based on your search criteria

For Consumer Product Strategy Professionals

Tracking Augmented Reality

The Next Consumer Application To Watch

Augmented reality has emerged from the shadows in the past six months as fun consumer applications move beyond dedicated Webcam software and academic experiments. The widespread availability of applications for mobile handsets has driven augmented reality . . .

Add To Cart

For Vendor Strategy Professionals

The Real Value Of Virtual Worlds

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

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 . . .

Add To Cart

For Vendor Strategy Professionals

Inquiry Insights: Virtual Worlds, Q4 2008

Forrester has gone from fielding virtually no inquiries about virtual worlds prior to 2007 to fielding 91 by the end of 2008. As they do with any other nascent technology, IT decision-makers and marketers within companies are just trying to figure out . . .

Add To Cart

For Vendor Strategy Professionals

Will Unified Communications Make Virtual Worlds Relevant To Business?

Yes, But It Won't Be Overnight

Virtual worlds have consistently struggled to demonstrate their relevance to business leaders. Problems with the stability of the technology, lack of compelling case studies, and failure to integrate other business tools have all served to exacerbate . . .

Add To Cart

For Consumer Market Research Professionals

This document is only available to Forrester clientsTechnographics® Survey Highlights: European Technographics Media, Marketing, And Social Computing Online Survey, Q3 2008 ppt (748 KB PPT)

This highlight deck summarizes the key findings from Forrester's European Online Media, Marketing and Social Computing Survey, Q3 2008.

For Consumer Product Strategy Professionals

The Revival Of Consumer Virtual Worlds

Virtual Worlds Emerge From Their Initial Boom/Bust Cycle

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 . . .

Add To Cart

For Information & Knowledge Management Professionals

For Stickier Learning, Try A Dose Of Serious Gaming

When it comes to effective teaching, it's better to engage all of the senses. Interactive learning activities like simulations, immersive learning, and serious gaming put employees in virtual yet authentic situations where they can learn the skills and . . .

Add To Cart

For Vendor Strategy Professionals

It's Time To Take Games Seriously

Video Games Provide An Effective Way To Reach Customers And Employees

Serious gaming, or the use of games and gaming dynamics for non-entertainment purposes, is poised to take off thanks to the rise of Technology Populism, the greening of IT, and the emergence of the Millennials. Opportunity comes from many sectors, but . . .

Add To Cart

For Consumer Product Strategy Professionals

Lively: Google Enters The Virtual Worlds Space

Does This Signal The Start Of The Next Wave Of Virtual World Development?

After at least a year of rumors, Google has finally unveiled the first iteration of its virtual world, Lively. While not as much of an "open world" or as creatively ambitious as Second Life, to which it will inevitably be compared, it does address many . . .

Add To Cart

For Consumer Market Research Professionals

North American Technographics Youth Online Survey, Q2 2008

For Information & Knowledge Management Professionals

Case Study: IBM's Visionary Foray Into Web3D

IBM is a microcosm of all that's happening in Web3D. Since the company announced it would invest millions of dollars in Web3D (in IBM's terminology, the 3-D Internet) in late 2006, the company has set up an emerging business opportunity business unit . . .

Add To Cart

For Information & Knowledge Management Professionals

Case Study: Michelin Uses Second Life For Enterprise Architecture Training

Michelin Group's enterprise architecture group has begun training IT application delivery professionals (e.g., developers, architects, and infrastructure, security, and integration professionals) on complex concepts using the Second Life virtual world. . . .

Add To Cart

For Consumer Market Research Professionals

North American Technographics Media And Marketing Online Survey, Q2 2008

For Customer Experience Professionals

Three Different Gaming Approaches That Can Enhance Online Experiences

We examined three types of online gaming experiences: a branded microsite called Get the Glass, the online gaming community Club Penguin, and a social network with gaming elements called I'm in like with you. Customer experience professionals looking . . .

Add To Cart

For Information & Knowledge Management Professionals

Web3D: The Next Major Internet Wave

The Internet is on the cusp of its next major evolution: Web3D. Within five to seven years, Web3D will deliver an interactive, immersive experience much richer than the static, text-oriented or even interactive graphical interfaces of today's Web. In . . .

Add To Cart