The document discusses virtual worlds and business models. It provides an overview of key characteristics of virtual worlds, including shared space, graphical user interfaces, and persistence. A conceptual framework is presented covering the supply and demand sides. Emerging applications for virtual worlds in areas like collaboration, learning, and prototyping are described. Issues around adoption and the future of virtual worlds are also examined.
6. Many Types of Virtual Worlds Source: http://www.secondtense.com/2009/01/virtual-worlds-game-worlds-and-user.html
7. Programmer focus (creating a world is complex) Virtual Worlds Platforms Suitable for consumer worlds Suitable for enterprise worlds End-user focus (creating a world is simple) Multiverse OpenSim Teleplace Protosphere Second Life Grid Active Worlds Cobalt/ Croquet Wonderland Key: Blink 3D WebFlock * Vivaty * propreitary Web Alive * open source * browser-based Sirikata Moondus PowerU Nexus Vastpark * Unity3D* Blue Mars CryEngine 2, Unreal Engine 2.5,nd many more enabling new platforms
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Notas del editor
Metaplace closed on 1 January 2010. Metaplace was a software platform intended to democratize the development of virtual worlds . [1] The platform is developed by Areae (now officially changed to Metaplace Inc.), the company established by Ultima Online and Star Wars Galaxies designer Raph Koster . According to the official website, the platform is "client-agnostic", which means that virtual worlds developed on Metaplace can be accessed using any device that connects to the Web. Client was planned to use Flash plugin VastPark is more than a single virtual world. Instead, it is a scalable and secure platform that can be deployed behind the firewall, hosted or run on a cloud service. The VastPark platform has 2 component platforms: The Virtual World Platform (including our highly extensible plugin framework) and the Web platform (including the Web Services framework and supporting web applications such as our social network platform).
Make some comments based on April meeting we had at SRI looking at onboarding and sales training; and re what AstraZeneca and Apple and others are now doing
Right now, most of the action—numbers of users and money—is in entertainment, certainly if we see MMOGs as part of the VWs. But there also are lots of universities and other educational institutions in Second Life (over 200 or so) as well as in Active Worlds, for instance. However, use of VWs for work is much smaller today—for a variety of reasons, many of which we will no doubt hear more about as the day progresses. This slide tries to describe where we are today and to present a bit of speculation as to what might lie ahead—based on my own thinking and discussions I have had with others, including a number of conversations at a couple of VWs events at Stanford University about a week ago. Phase 1: The SL hype cycle has been played out and we might be in the “trough of disillusionment” (in Gartner’s vernacular) and re Justin saying SL “poisoned the well” Now, Disney (investing $100 mill or so in 10 VWs), Viacom with its MTV Networks (already has 11 VWs) and investing at a similar level to that of Disney, etc. Lots of others jumping in (and each new toy will have its own virtual community, etc) so Supply will explode and then likely see a “market adjustment” and a correction. NOTE: Don’t pay too much attention to the exact positioning or slopes of these lines; they are all illustrative Work: actually doing work; L&T: preparing to do work; but latter is of course work related; Also note apparent come-back of SL as more of an enterprise platform but will be clearer by end of 2008 (re IBM, etc)
Note issues and Qs around the terms used here and vagueness in that what is "active Internet users", etc. So if a few users in a large company are using VWs at some level, does that mean they have "active users in a VW?" And, with VWs, do they also include MMOGs, like WoW, etc? Use White Board and put 10, 20, 30, 40, 50, 60, 70 and 80 and take vote on how thinks what the percentage will be by end of next year. Has anyone seen any estimate based on surveys done of Fortune 500 or Fortune 1000 companies about whether, and to what extent, they use VWs. Note the difficulties also around that, as many companies have small pilots and other projects going on around their companies that no one might have full visibility over; re J&J for instance, acct to what Jennifer Swayze said; they closed her project but she knows of two other projects that are still going on in different parts of the company