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Enterprise Applications of 3D Virtual Worlds

Research 2.0, June 2009, Pages: 10


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So far, it appears that companies and investors are underestimating the medium-term market potential for the enterprise segment of 3D virtual worlds. For this reason, the publisher decided to present this report covering some of their research into the space, since they believe investors would be well served to focus on this area now. The following are a few reasons supporting their belief that this sector will be more investable sooner than expected:

- Corporate users are experiencing high ROI from the technology. Nothing pushes enterprise technology adoption better than a positive profit impact. Corporate users are saving real dollars right now and liking it.
- The technology is now more engaging and scalable. During the past year, a number of offerings have overcome the poor scalability and low visual quality that characterized earlier efforts. Now it
works.
- Participants like it. They are discovering that events in virtual worlds are actually enjoyable and far better than traditional web or video conferencing. The ability to interact with other attendees is more natural and fun. It’s about shared experience versus shared information.

In short, the solutions are working much better, company decision makers are pleased with the cost savings, and users are discovering the unique benefits of these environments and enjoying their use over substitutes like conference calls and web/video conferencing. It is believed these trends will intensify and accelerate growth in this area just as they have in the many technologies that have preceded it: phones, computers, the Internet, and mobile computing.

The convergence of the real world with virtual worlds is creating a multitude of new, 3D business applications.
This report provides an overview of the current landscape. Activity in this space is accelerating which makes staying abreast of the new developments a serious ongoing undertaking. The market is in the early stages of a transformation led by the convergence of the real world with virtual worlds that will change the way we work. The report refers to this convergence as “Real VR.”


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