Trend Report

Should You Be In Second Life?

The Real Business Of Virtual Worlds

Jaap Favier
Jan 09, 2008

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.

Log in to continue reading
Client log in
Welcome back. Log in to your account to continue reading this research.
Become a client
Become a client today for these benefits:
  • Stay ahead of changing market and customer dynamics with the latest insights.
  • Partner with expert analysts to make progress on your top initiatives.
  • Get answers from trusted research using Izola, Forrester's genAI tool.
Purchase this report
This report is available for individual purchase ($1495).