By the end of 2011, 80 percent of active Internet users (and Fortune 500 enterprises) will have a ’second life’, but not necessarily in Second Life, according to Gartner.

Gartner recommends that enterprises should experiment with virtual worlds, but not plan massive projects, and look for community benefits rather than commerce.

“The collaborative and community-related aspects of these environments will dominate in the future, and significant transaction-based commercial opportunities will be limited to niche areas, which have yet to be clearly identified,” said Steve Prentice, Vice President and distinguished analyst at Gartner.

Gartner has identified five laws for companies participating in the virtual world:

First Law: Virtual worlds are not games, but neither are they a parallel universe (yet)
Second Law: Behind every avatar is a real person
Third Law: Be relevant and add value
Fourth Law: Understand and contain the downside
Fifth Law: This is a long haul

Speaking at Gartner Symposium, Phillip Rosedale, founder and CEO of Second Life said Second Life is developing a voice application that will enable users to overhear others, determine where the voice is coming from and deliver an experience better than the telephone.

Many companies have already set up shop in Second Life, including Circuit City, Dell, IBM, Mercedes, Sun, Reuters and Toyota. IBM is ramping up its push into virtual worlds with an investment of roughly US$10 million over the next year, including an expanded presence within Second Life and the development of its own 3D intranet.

Users spent 15.3 million hours in Second Life in March, 2007, up from 2.7 million hours in March, 2006, and 621,000 hours in March, 2005, according to statistics released by Linden Lab (though the numbers are questioned by many analysts). Europeans make up the largest block of Second Life residents with more than 54 percent of active users in January ahead of North America’s 34.5 percent.

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