4. Growth areas: 5 - 15
Learning 2.0 / P2P
Integration - real world brands
Vertical worlds
Digitised playtimes
Virtual goods - increased perceived value
Aggregation / theme park models
More localisation
5.
6. Growth areas: 15 - 25
Fashion / lifestyle
Integration - real world events
Vertical worlds
Digitised past-times
Identity management
Cross-world / ARG entertainment
Europe
7.
8. Growth areas: 25+
Mirror worlds as time machines
Government / tourism
Virtual dating
More UGC environments
More reference / relevance to the real
world........early augmented reality
9. Threats / Issues
Premium subscription model -
barriers / switching
Differentiation
Role / value of the brand
Orientation / usability
Poor transparency of user data
Media backlash from failures