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Special Report on

Virtual Worlds Management

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operating or in development with a focus on the youth market (18-and-under). It's worth noting that, at the younger level, the lines between virtual worlds, games, and social networking blur heavily. If nothing else, it's a fascinating trend at how users are merging their activities into one immersive space. Likewise, while the list is sure to change (please feel free to send in updates) it's a good snapshot of where the industry is at: [ These numbers are updated according to several worlds that I'm currently adding to the list. ] While there are 60 listed youth worlds currently live, another 53 are in ...
to inhabit and interact, and the term today has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others graphically. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible (auditory and touch sensations for example). Some, but not all, virtual worlds allow for multiple users. The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain ...
Virtual Worlds News: Virtual Worlds Management Report: 200+ Youth ...
we've found that there are now over 200 youth-oriented virtual worlds live, planned, or in active development. Looking across the range of worlds available, the majority of virtual worlds monetize their user base with a combination of revenue streams, mixing subscriptions, advertising, and virtual goods sales. Out of those, microtransactions and subscriptions are the most popular, with 59  and 57 worlds using them respectively. Another 46 worlds include advertising in their mix. Additional details will be discussed at the Engage! Expo taking place March 10-11, 2009. In August we noted roughly 150 worlds , though ... market research, surveys and trends
Law firms holds meetings, training in Second Life ...
"When a 14 year old kid can blow up your business in his spare time, not because he hates you but because he loves you [by copying and sharing your content], then you got a problem.” The American intellectual, NYU professor and writer Clay Shirky explains matter-of-factly what's happening in publishing houses worldwide (ignorance; panic), why it […] consiliera Really effective: There’s nothing virtual about virtual meetings February 12, 2009 Amanda Van Nuis, Enterprise Marketing Director at Linden Lab, wrote about her first virtual meeting experience with her colleagues in Second Life and about how she “wasn’t ... market research, surveys and trends


Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAUSE
© 2008 AJ Kelton. The text of this article is licensed under the Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License ( ). EDUCAUSE Review, vol. 43, no. 5 (September/October 2008) AJ Kelton (“AJ Brooks”) A year ago, I picked up the Magic 8-Ball sitting on my desk and asked: “Are virtual worlds a viable teaching and learning environment?” Turning the ball over, I received my answer: “Reply hazy, try again.” Even six months ago, the outlook for virtual worlds was uncertain. Many people believed that virtual worlds would end up like the eight-track ... industry trends, business articles and survey research
Aug 27, 2008 ... compared with $4.6 billion in 40 funds as of May 2006 .... compared to 1.5 percent for the overall higher education student population. ... virtual worlds designed for the under-18 age group (Virtual Worlds Management, ... industry trends, business articles and survey research
How Internet banking evolved
Internet Banking is defined as a method of carrying out banking transactions using a secured web site on the internet. The terms ‘Internet banking’ and ‘Online banking’ are used interchangeably and in most instances, it refers to the same. Internet Banking trails back to the 80’ as a US based institution first launched financial service to enable customers to view their statements online. In 1994, the first fully fledged online banking system was launched in Britain by the Federal Credit Union” . The internet banking sector is growing by the year and many factors contribute towards is ... market trends, news research and surveys resources
Xangati Achieves 10 Industry Firsts for Infrastructure Performance Management ...
)--Xangati, the emerging leader in infrastructure performance management, today unveiled two significant additions to its product portfolio: the first, ground-breaking capabilities released across its entire suite of virtualization management solutions – Xangati for ESX and the Xangati Management Dashboard (XMD); the second, a new and completely free Xangati for ESX that offers never-before-seen functionality for a no-cost management tool ( see related release ). The aggressive move to capture the market significantly enhances Xangati’s product line, provides a no-brainer ... market trends, news research and surveys resources


Interaction and brand management Virtual World and MMOG Moderation ...
Virtual Worlds Management, which tracks networking sites and virtual worlds, estimates that there are more than 100 youth-focused virtual worlds either ... technology research, surveys study and trend statistics
Virtual Worlds and Kids: Mapping the Risks
Virtual Worlds Management Report: 200+ Youth-Oriented Worlds Live or Developing. 6. , Virtual World. News, Jan. 26, 2009, http://www .virtualworldsnews ... technology research, surveys study and trend statistics
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