| Research | Community | Analysts | Teleconferences | Events | Consumer Data | Business Data | Executive Programs | Consulting | About Forrester |
Displaying results 1-15 of 15 results
For Consumer Product Strategy Professionals
by Paul Jackson, October 30, 2009
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 . . .
For Vendor Strategy Professionals
by TJ Keitt, July 28, 2009
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 . . .
For Vendor Strategy Professionals
by TJ Keitt, January 26, 2009
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 . . .
For Vendor Strategy Professionals
by TJ Keitt, Henry Dewing, October 31, 2008
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 . . .
For Consumer Market Research Professionals
by Joost van Kruijsdijk, October 22, 2008
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
by Paul Jackson, September 26, 2008
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 . . .
For Information & Knowledge Management Professionals
by Claire Schooley, September 19, 2008
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 . . .
For Vendor Strategy Professionals
by TJ Keitt, Paul Jackson, August 19, 2008
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 . . .
For Consumer Product Strategy Professionals
by Paul Jackson, July 15, 2008
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 . . .
For Consumer Market Research Professionals
North American Consumer Technographics Technographics Survey, June 24, 2008
For Information & Knowledge Management Professionals
by Connie Moore, June 20, 2008
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 . . .
For Information & Knowledge Management Professionals
by Erica Driver, June 4, 2008
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. . . .
For Consumer Market Research Professionals
North American Consumer Technographics Technographics Survey, May 1, 2008
For Customer Experience Professionals
by Bruce D. Temkin, Ross Popoff-Walker, April 30, 2008
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 . . .
For Information & Knowledge Management Professionals
by Erica Driver, April 18, 2008
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 . . .
Footer links (2 lists of links) |