This link has been bookmarked by 12 people . It was first bookmarked on 03 Jun 2008, by Phillip Long.
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06 Mar 11
kristina smith"Gartner Says 90 Per Cent of Corporate Virtual World Projects Fail Within 18
Months" -
05 Nov 09
Kerry J"By 2012, Gartner estimates that 70 per cent of organisations will have established their own private virtual worlds and predicts that these internal worlds will have greater success due to lower expectations, clearer objectives and better constraints. "
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13 May 09
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01 Mar 09
Opensource ObscureAnalysts said that focusing on the technology rather than understanding user requirements is one of the key reasons for failure.
“Businesses have learned some hard lessons,” said Steve Prentice, vice president and fellow at Gartner. “They need to realise -
19 Jan 09
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according to Gartner, Inc. Analysts said that focusing on the technology rather than understanding user requirements is one of the key reasons for failure.
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They need to realise that virtual worlds mark the transition from web pages to web places and a successful virtual presence starts with people, not physics. Realistic graphics and physical behaviour count for little unless the presence is valued by and engaging to a large audience.”
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Further reasons for the high failure rate include starting projects for the ‘cool’ factor or because competitors are doing it. Many were closed down or abandoned by a lack of clear objectives and a limited understanding of the demographics, attitudes and expectations of virtual-world communities. “An effective project starts by focusing on the audience’s needs and ultimately delivering the technology to support the community of people,
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A benefit of virtual worlds is the rich collaboration experience they offer by adding a real-time visual dimension via avatars, so interactions can include emotional information in the "conversations" between individuals, setting them apart from simpler networking applications. They also differentiate themselves from web-based interactions (which can be asynchronous) by requiring both parties to be present at the same time.
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It could also save costs from reduced use of expensive videoconferencing facilities and eliminate the need to bring employees from multiple locations and time-zones to a single site, with substantial savings in travel and associated costs and time, thereby also supporting corporate environmental initiatives.
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Companies need to start thinking what their virtual world strategy is, incorporate it into their internet strategy and merge their two-dimensional web pages to support a “3D web place”. Virtual world presence is not to replace the “2D world” but to supplement it,”
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If selecting the virtual world route, organisations have three broad choices: they can enter an existing one (such as Second Life or There.com), create there own public world, or create their own internal, private world.
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Some successful virtual worlds are those such as Habbo Hotel, Club Penguin and BarbieGirls which focus on their audience, understand their needs and deliver content which is appropriate to their audience– it’s not enough to target ‘the whole world’,”
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The challenge that generic projects inside Second Life face is that they do not know who their audience is and therefore do not know what their needs are. Organisations can not effectively market a product for the whole world. They need to be focused and targeted,”
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To conclude, Mr Prentice advises organisations to experiment with virtual world projects on a small, internal scale initially and pace their development to enhance the chances of success and minimise costs.
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28 Oct 08
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03 Jun 08
Phillip LongDespite failing, the impact of virtual worlds on business could be as big as the Internet. The key, Gartner says, is focusing on people not technology - the impact of a presence and place not graphics and modeling.
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27 May 08
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21 May 08
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