Virtual Worlds: The Internet of Avatars Defines the 3D Virtual World
http://www.tmcnet.com/usubmit/-virtual-worlds-internet-avatars-defines-3d-virtual-world-/2008/10/31/ [2008-11-4]
Tag : key chain
Virtual Worlds: The Internet of Avatars Defines the 3D VirtualWorld DUBLIN, Ireland --(Business Wire)-- Research and Markets(http://www.researchandmarkets.com/research/b996f7/virtual_worlds_th)has announced the addition of the "Virtual Worlds: theInternet of Avatars" report to their offering.
Virtual Worlds: the Internet of Avatars defines the 3D virtualworld value chain and key business models, profiles leadingcompanies, examines industry and consumer trends, forecasts marketgrowth, and offers recommendations to large media companies,technology companies, consumer brands, marketers, and enterprises.
"Without appealing content and applications, virtual worldsare nothing but empty shopping malls," Yuanzhe (Michael) Caisaid. "In order to reach mass-market consumers, the industryneeds to move beyond its obsession with user-generated content andinfuse their worlds with professional content and engagingactivities."
Key Topics Covered:
Introduction: 3D Virtual Worlds
- Definition and Taxonomy
- Key Market Trends
- Drivers and Inhibitors
- Device Diversification
- Lessons from 2D Virtual Worlds
Virtual Worlds Business Models
- Subscription
- Land Sales and Maintenance
- Virtual Goods
- Virtual Asset Depreciation
- Marketing and Advertising
- Conclusion
Value Chain Analysis
- Overview of the Value Chain
- Platforms and Worlds
- Virtual Worlds Agencies, Application Developers, and ContentStudios
- Media Companies
- Brands and Advertisers
- Enterprise Customers
- Consumers
China: an Emerging Market
- A Brief Overview of China's Virtual Worlds Industry
- Key Chinese Virtual Worlds Companies
User and Revenue Forecast
Recommendations
- Virtual World Companies
- Media and Entertainment Companies
- Brands and Advertisers
- Enterprises
Resource Book Overview
Consumer Analysis
- Consumer Adoption of Virtual Worlds
- Demographics of Virtual World Residents
- Virtual Worlds Compared to Other Online Media
- Virtual Worlds Usage Patterns and Behaviors
- Expenditure in Virtual Worlds
- Interest in Adopting Virtual Worlds
- Interest in Avatar Portability
- Europe: Virtual World Adoption and User Demographics
Company Profiles
- Forterra
- IBM
- Linden Lab (Second Life)
- Makena Technology (There.com)
- Millions of Us
- MindArk PE AB (Entropia Universe)
- Multiverse Networks (Multiverse)
- MyCosm (Simmersion Holdings)
- Sony Computer Entertainment America
- The Electric Sheep Company
- Vivaty
- Vollee
Data Sources For more information visit http://www.researchandmarkets.com/research/b996f7/virtual_worlds_th
[ Back To IP PBX Global Community's Homepage ]
Virtual Worlds: The Internet of Avatars Defines the 3D VirtualWorld DUBLIN, Ireland --(Business Wire)-- Research and Markets(http://www.researchandmarkets.com/research/b996f7/virtual_worlds_th)has announced the addition of the "Virtual Worlds: theInternet of Avatars" report to their offering.
Virtual Worlds: the Internet of Avatars defines the 3D virtualworld value chain and key business models, profiles leadingcompanies, examines industry and consumer trends, forecasts marketgrowth, and offers recommendations to large media companies,technology companies, consumer brands, marketers, and enterprises.
"Without appealing content and applications, virtual worldsare nothing but empty shopping malls," Yuanzhe (Michael) Caisaid. "In order to reach mass-market consumers, the industryneeds to move beyond its obsession with user-generated content andinfuse their worlds with professional content and engagingactivities."
Key Topics Covered:
Introduction: 3D Virtual Worlds
- Definition and Taxonomy
- Key Market Trends
- Drivers and Inhibitors
- Device Diversification
- Lessons from 2D Virtual Worlds
Virtual Worlds Business Models
- Subscription
- Land Sales and Maintenance
- Virtual Goods
- Virtual Asset Depreciation
- Marketing and Advertising
- Conclusion
Value Chain Analysis
- Overview of the Value Chain
- Platforms and Worlds
- Virtual Worlds Agencies, Application Developers, and ContentStudios
- Media Companies
- Brands and Advertisers
- Enterprise Customers
- Consumers
China: an Emerging Market
- A Brief Overview of China's Virtual Worlds Industry
- Key Chinese Virtual Worlds Companies
User and Revenue Forecast
Recommendations
- Virtual World Companies
- Media and Entertainment Companies
- Brands and Advertisers
- Enterprises
Resource Book Overview
Consumer Analysis
- Consumer Adoption of Virtual Worlds
- Demographics of Virtual World Residents
- Virtual Worlds Compared to Other Online Media
- Virtual Worlds Usage Patterns and Behaviors
- Expenditure in Virtual Worlds
- Interest in Adopting Virtual Worlds
- Interest in Avatar Portability
- Europe: Virtual World Adoption and User Demographics
Company Profiles
- Forterra
- IBM
- Linden Lab (Second Life)
- Makena Technology (There.com)
- Millions of Us
- MindArk PE AB (Entropia Universe)
- Multiverse Networks (Multiverse)
- MyCosm (Simmersion Holdings)
- Sony Computer Entertainment America
- The Electric Sheep Company
- Vivaty
- Vollee
Data Sources For more information visit http://www.researchandmarkets.com/research/b996f7/virtual_worlds_th
[ Back To IP PBX Global Community's Homepage ]
Related News »
- Van Son Village keeps up ceramic love affair
- Decorate with elegant glass vases.
- Coach torching sad slur on our city
- Bandai America Launches "Power Rangers
- Video: Despite the Economy Bass Pro Stores
- Thorworld Loading Bay Equipment Not Just for
- Wooden Toys Recalled by Earth Friendly Due
- US Consumer Product Safety Commission:
- Turn clutter into storage and decorating
- Twelve new Administrative Fellows announced
- Local artist helped provincial chef win
- Basketry presentation at school board






