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Most Business-Launched Virtual Worlds Fail

bughunter writes "Internet consultant firm Gartner claims that only 1 in 10 commercial virtual worlds succeeds, and most fail within 18 months: 'Businesses have learned some hard lessons," Gartner analyst Steve Prentice said in a statement released Thursday. "They need to realize 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 behavior count for little unless the presence is valued by and engaging to a large audience."'" Hard to believe it's even as high as one in ten -- most "virtual worlds" with obvious commercial trappings certainly don't inspire much besides mockery.

72 comments

  1. Most Businesses Fail by hardburn · · Score: 5, Insightful

    The average success rates for most businesses is also about 1 in 10.

    --
    Not a typewriter
    1. Re:Most Businesses Fail by Anonymous Coward · · Score: 0

      The average success rates for most businesses is also about 1 in 10.

      [citation needed]
    2. Re:Most Businesses Fail by NetSettler · · Score: 4, Insightful

      The average success rates for most businesses is also about 1 in 10.

      Exactly. Mod parent up to 5 and let's just declare this thread successfully finished. What more really needs saying?

      --

      Kent M Pitman
      Philosopher, Technologist, Writer

    3. Re:Most Businesses Fail by mrbluze · · Score: 5, Funny

      What more really needs saying? I dunno, maybe only 1 in 10 posts gets modded up to +5, despite good intentions?
      --
      Do it yourself, because no one else will do it yourself. [beta blockade 10-17 Feb]
    4. Re:Most Businesses Fail by CDMA_Demo · · Score: 1

      What more really needs saying? I dunno, maybe only 1 in 10 posts gets modded up to +5, despite good intentions? Make that 1/5 for bad intentions
    5. Re:Most Businesses Fail by NetSettler · · Score: 5, Insightful

      hardburn:
      The average success rates for most businesses is also about 1 in 10.

      Anonymous Coward:
      [citation needed]

      Well, your mileage may vary, but I didn't take the point of hardburn's post to to be that he was offering precise data to be taken to the bank, nor do I think the absence of a citation invalidates the point. I took the statement to be a stylized way of asking "is it clear that this failure rate is special to the business domain?" Or, put another way, "is the choice of business domain driving these businesses down artificially, or is it the same thing that drives all businesses down: failure to keep an eye on the business need?" Even in the summary, the statement:

      From the article:
      Realistic graphics and physical behavior count for little unless the presence is valued by and engaging to a large audience.

      highlights an issue that seems certain to bring down plenty of companies (who cares the precise number?) if they fail to attend to a material customer need for which people will be willing to pay.

      After the so-called dot-com bust, for example, there seemed to be a sense that investing in things named ".com" was risky or bad. Surely people had lost money investing in this or that dot com. But not because of the name ".com". That was just smokescreen designed by some skillful person interested in face-saving to say "It's ok you lost money here. Don't be embarrassed. It wasn't something you could have forseen. It was due to the nature of the market." But in quite a lot of cases it wasn't. It was due to the idea of investing in something you didn't understand and that never had a clearly articulated plan for making money in the first place. And learning that the absence of such a plan is going to lead to problems wasn't news ... or shouldn't have been.

      So whether the poster can back that specific pseudo-statistic with a citation or not, I still think the apparent point seems valid.

      --

      Kent M Pitman
      Philosopher, Technologist, Writer

    6. Re:Most Businesses Fail by TubeSteak · · Score: 4, Informative
      http://app1.sba.gov/faqs/faqIndexAll.cfm?areaid=24

      8. What is the survival rate for new firms?

                  Two-thirds of new employer establishments survive at least two years, and 44 percent survive at least four years, according to a recent study
      . These results were similar for different industries. Firms that began in the second quarter of 1998 were tracked for the next 16 quarters to determine their survival rate. Despite conventional wisdom that restaurants fail much more frequently than firms in other industries, leisure and hospitality establishments, which include restaurants, survived at rates only slightly below the average. Earlier research has explored the reasons for a new business's survivability. Major factors in a firm's remaining open include an ample supply of capital, being large enough to have employees, the owner's education level, and the owner's reason for starting the firm in the first place, such as freedom for family life or wanting to be one's own boss. IIRC, the SBA commissioned a study that showed the 10 year success rate is something like 20%, but that figure varies up and down depending on the industry. Keep in mind that this represents Small Business, which is defined as less than 500 employees (with a bunch of exceptions).
      --
      [Fuck Beta]
      o0t!
  2. Sturgeon's Law by ozamosi · · Score: 4, Insightful
    1. Re:Sturgeon's Law by Renegade88 · · Score: 3, Insightful

      Unless it's Scottish...

    2. Re:Sturgeon's Law by Gonoff · · Score: 1

      In some fields, that is a very optimistic figure...

      --
      I'll see your Constitution and raise you a Queen.
    3. Re:Sturgeon's Law by Anonymous Coward · · Score: 5, Funny

      Unless it's Scottish... In which case it's shite.
    4. Re:Sturgeon's Law by NormalVisual · · Score: 2, Insightful

      I'm a regular patron of "All Things Scottish" myself.

      --
      Please stand clear of the doors, por favor mantenganse alejado de las puertas
    5. Re:Sturgeon's Law by smittyoneeach · · Score: 0, Offtopic

      (Psst: the Gaelic in your sig contains some misspellings.)

      --
      Get thee glass eyes, and, like a scurvy politician, seem to see things thou dost not.--King Lear
    6. Re:Sturgeon's Law by Anonymous Coward · · Score: 0, Funny

      Thought that was Iran, or are these highlands indistinguishable?

    7. Re:Sturgeon's Law by Dr.+Cody · · Score: 1

      No true Scotsman is crap.

    8. Re:Sturgeon's Law by TriezGamer · · Score: 1

      I don't think parent is trolling, but trying to make a pun on Shiite. Please put some thought into modding.

  3. Because they're a stupid idea by gelfling · · Score: 1

    Just because you can do something doesn't make it great idea for anything, let alone a business.

  4. Virtual Lawyers? by CDMA_Demo · · Score: 3, Informative

    Examples would include training in emergency services within medical institutions and fire and police departments. I'll be a good exercise to try involving some "lawyery" in there. Infact that'd raise some new issues on who sues who, and where. Lets say the virtual fireman drove his truck into a virtual policeman. What will the virtual lawyer do? Might save us troubles such as these": http://www.news.com/Virtual-world-litigation-for-real/2010-1047_3-6190583.html
    1. Re:Virtual Lawyers? by CDMA_Demo · · Score: 4, Funny

      I'll be a good exercise Oh, grammar nazis! I have sinned!
    2. Re:Virtual Lawyers? by Oktober+Sunset · · Score: 5, Funny

      Oh, application-of-adequate-pressure-to-the-T-key nazis! I have sinned! There fixed that for you, you mustn't encourage them, that's like throwing chum to a shark.
    3. Re:Virtual Lawyers? by dkf · · Score: 1

      you mustn't encourage [the grammar nazis], that's like throwing chum to a shark. I'd quite like to skip that step and move on by throwing the grammar nazis to the shark...
      --
      "Little does he know, but there is no 'I' in 'Idiot'!"
  5. My Virtual World by canuck57 · · Score: 4, Funny

    While it isn't business, it is life. My virtual world has never failed me. Especially six. I live in it now. I deviate and fork when I dream. Dream I do. If I don't like things, I change it. I live two instances of virtuality, my dreams state and my outwardly facing persona.

    Best part, it works without a computer. Requires no electricity, although a few beers helps.

    Miller time!

    1. Re:My Virtual World by maxume · · Score: 2, Funny

      Miller time? I don't think you are a real Canuck.

      Also, a few beers?

      --
      Nerd rage is the funniest rage.
    2. Re:My Virtual World by canuck57 · · Score: 1

      Miller time? I don't think you are a real Canuck. Also, a few beers?

      You have to know me why I said that.

      Love the USA. I am not one of those inbreed types following the bullshit politics out of Ottawa. Don't follow NDP hatred of NAFTA, Americans and Canadians in my view are kissing cousins with stupid political spats in between.

      America is great.

    3. Re:My Virtual World by maxume · · Score: 1

      I'm American. I was thinking more about Labatt. Much better than Miller. If you get away from pilsner, from what I remember when I drank it, Moosehead was pretty good also.

      --
      Nerd rage is the funniest rage.
    4. Re:My Virtual World by canuck57 · · Score: 1

      I'm American. I was thinking more about Labatt. Much better than Miller. If you get away from pilsner, from what I remember when I drank it, Moosehead was pretty good also.

      Moosehead, we send that down south for a reason ;) Labatts, never drink that stuff warm, same with Budweiser. Now Miller and Big Rock...yum. MGD is good with a twist of lime when it is above 30C and when it gets cold a full bodied Big Rock hits the spot. Labatts 50, Old Stock and Brador, give that to my American friends when they come and visit. Nicely chilled and high test, gets them going fast.

      Wish Miller still made Lowenbrau, was a nice amber lager. Something like Molson Golden before it was screwed up.

    5. Re:My Virtual World by BiggerIsBetter · · Score: 1

      Stop... Miller time! TFTFY.

      You can't touch this.
      --
      Forget thrust, drag, lift and weight. Airplanes fly because of money.
    6. Re:My Virtual World by uassholes · · Score: 0

      Best post I've ever seen here.

  6. Virtual mockery by Monkey_Genius · · Score: 4, Funny

    "...most "virtual worlds" with obvious commercial trappings certainly don't inspire much besides mockery."

    Especially here.

    --
    I've got your sig, right here.
    1. Re:Virtual mockery by Fred+Or+Alive · · Score: 4, Funny

      Surely it should be '"virtual worlds"... don't inspire much besides mockery.'.

      --
      10 PRINT "LOOK AROUND YOU ";
      20 GOTO 10
    2. Re:Virtual mockery by nawcom · · Score: 1

      Babe? That you?

  7. Disappointed by the lack of examples by Anonymous Coward · · Score: 0

    Any notable failures?

  8. Obligatory IBM conversation by colinrichardday · · Score: 2, Insightful

    Manager: Does your avatar make actual money?

    Employee: He doesn't know how to do that.

    Manager: The whole point of innovation is to make money.

  9. Network Effect by bill_mcgonigle · · Score: 2, Insightful

    Why would I want to use a low value virtual world?

    --
    My God, it's Full of Source!
    OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
  10. Web Places? by Lunatrik · · Score: 1

    "Web pages to Web places" Really? What does this distinction even mean? Could someone translate the corporate doubletalk for me?

    1. Re:Web Places? by owlnation · · Score: 5, Interesting

      Don't worry about it, it's Gartner. Probably the only reason that businesses fail is because they listen to the mindless, erroneous, buzzword-infested garbage that Gartner spews out every so often. Gartner exists for the sake of existing, they add no genuine value to anything, virtual or real.

    2. Re:Web Places? by jlarocco · · Score: 1

      Yeah... that might actually replace "e-learning 2.0 Space" as my favorite buzzword laden nonsense in a Slashdot summary.

  11. WTF counts as a virtual world. by Oktober+Sunset · · Score: 4, Insightful

    Does making a stupid 3D game your employees can wander about in really count as a virtual world? What if I run a Halflife server but we just wander about a map shaped like an office and chat? Can I tell all my rivals that our company has it's own virtual world?

    1. Re:WTF counts as a virtual world. by Zibblsnrt · · Score: 2, Funny

      Only if you invite them along and camp their spawn point.

      --
      "All that is necessary for evil to succeed is for good men to do nothing." - Edmund Burke
    2. Re:WTF counts as a virtual world. by mgblst · · Score: 1

      Why does that no count as a virtual world? Ticks all the boxes as far as I am concerned.

  12. Dreaming Companies by eulernet · · Score: 4, Informative

    The online game companies imagine that since there are millions of Internet users, it means that they'll have instantly a lot of users.

    It's also because they need financial partners, so they tend to inflate their numbers to attract money.
    Investors like to hear about attracting 0.01% of the Internet users, even if they have nothing new, or even worse, nothing to sell !

    Hint: I worked in 2 such game companies, and they both failed !

  13. Buzzword bullshit by 77Punker · · Score: 4, Insightful

    Transition from web pages to places? No thanks! I want a clean, simple web page that delivers the information I need in an organized and intuitive manner, not a fucking video game time sink. It shouldn't take up lots of memory and it shouldn't require much navigation, which is what web pages do and it is not what "virtual worlds" do.

    1. Re:Buzzword bullshit by TaoPhoenix · · Score: 1


      This is why Slashdot is great. A previous poster didn't know the difference between the two words. You explain in great form.

      Now that the difference is apparent, I agree that someone misjudged the implications of "virtual meatspace"... which at its worst is like Small Town Effect. "Oh look! A dandelion!"

      --
      My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
    2. Re:Buzzword bullshit by 77Punker · · Score: 1

      For all the poorly edited stories and group-think that goes on, Slashdot really is one of the best forums on the net. It sure beats Digg, even without as much fancy "2.0" stuff. If only they'd add a small one-time entry fee and some really aggressive permabanning moderators like Something Awful, this would be the best tech discussion imaginable, even if it may already be the best tech discussion available.

    3. Re:Buzzword bullshit by VanessaE · · Score: 1

      I come here because it is a free, informative way to keep up with the world, and is generally free from the usual media bias. Subscribers aside, I suspect that if a mandatory one-time fee were to be implemented, half of Slashdot's readers would jump ship in a heartbeat, precisely because of the poor editing, groupthink, trolling, and so on.

  14. Um, it's Gartner by afabbro · · Score: 4, Insightful

    First, Gartner is pathetic.

    Second, there are some virtual worlds launched by businesses that have been astoundingly successful. They're called MMORPGs.

    --
    Advice: on VPS providers
    1. Re:Um, it's Gartner by Bieeanda · · Score: 2, Informative

      Yeah, but the vast majority of MMOs end up collapsing, or never go beyond a few thousand users. MMOs actually have a business function as well: you give them money for the privilege of playing, and they hope that you don't outweigh your monthly fees by using too much bandwidth or tying up other resources.

    2. Re:Um, it's Gartner by slimjim8094 · · Score: 1

      hah

      never thought I'd see somebody complaining about Gartner ... with a link to Cringley

      haha

      --
      I have developed a truly marvelous proof of this comment, which this signature is too narrow to contain.
  15. What virtual worlds? by Plazmid · · Score: 1

    What virtual worlds? I haven't heard of any new ones to troll in a while.

  16. Most MMOs fail before even hitting the market, too by garylian · · Score: 3, Insightful

    This is hardly surprising. Look at the multitude of MMOs that have started development, and been left by the roadside due to lack of funding for the craptastic product. Then look at all the MMOs that have died within 2yrs of launch due to lack of players.

    Heck, even some of the ones that are still going today would have died if they hadn't gotten lucky. Vanguard is only around because SOE bailed out Sigil, and the product is still not very good a full year after release. It should have never gone gold when it did, as it's now a "paid beta".

    The only thing that keeps the full numbers from looking so bad is the various "free to play but with an item mall" MMOs that come out of the Asian Pacific market. They can all call themselves successful, but they have no recurring income due to subscriptions, so they have little to no future development, and are basically "how many potions can you carry and use" games with no strategy outside of that.

    Don't think so many have gone belly up? Check this site out, and look at the number of games that were cancelled either pre-beta or during beta, or after launch. It's a lot. BetaWatcher

  17. Re:... do something... by TaoPhoenix · · Score: 1


    A fun way to look at businesses is "every action someone can do has a market... the only question is whether the market pays enough".

    --
    My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
  18. Re:Most MMOs fail before even hitting the market, by Eric52902 · · Score: 2, Funny

    Don't think so many have gone belly up? Check this site out, and look at the number of games that were cancelled either pre-beta or during beta, or after launch. It's a lot. BetaWatcher I suspect the percentage would be close to 100% if you include all three of those ;)
  19. Re:Web Places & Pages by TaoPhoenix · · Score: 1


    Sure.

    You posted to a Web Page at 8:23 PM. You don't feel it's necessary to hang around for 2 hours for me to post my reply at 10:30.

    The problem with "web places" is that no one has quite mastered how to "hang" at web places without spending first tier time at a computer. As a few SF books have shown, web places will take off when you can visit for 17 minutes in the line at a restaurant.

    --
    My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
  20. Re: Buzzwords by TaoPhoenix · · Score: 2, Informative


    Once you get past the Snarking, sometimes the buzzwords actually have a point.

    A Web Place requires the user to spend tangible amounts of time physically present at the place, preferably with greater than 25% attentiveness. IRC is the case study to "online in absentia".

    AOL's legions of Septemberites learned their first wee steps of the web because they responded in raucous rapid-fire quantities to each other.

    --
    My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
  21. Not all worlds are mocked by justinlee37 · · Score: 1

    most "virtual worlds" with obvious commercial trappings certainly don't inspire much besides mockery

    That might be true of a lot of B-list games and such, but "virtual worlds" like World of Warcraft, EVE Online, and Second Life have more fans than detractors.

  22. Attention on deck! by ToasterMonkey · · Score: 1
    Simply incredible. You must be commended for your outstanding commitment to Slashdot's "never read the article before posting" policy. You went far above and beyond your duties, and greatly exceeded your peers. You deserve a _fucking_ medal for not only skipping the article, but neglecting to read both the summary AND headline. In doing so, you managed to net +5 insightful moderator points.

    Keep up the good work, Slashdot needs more committed members like you.

    P.S.
    This article has NOTHING to do with games. Also, your Cringely link, with juicy lines such as

    The truth is that there is no IT "profession." makes me want to throw up.

    Jesus, tap dancing, Christ...

    1. Re:Attention on deck! by tsm_sf · · Score: 1

      The article does not mention games, but only because the author isn't totally clueful. The fact that the GP brought them up shows that he was thinking a little bit.

      also... Cringely is frequently wrong, but always for interesting reasons. One of the few talking heads (typing fingers?) out there who seem to process what they take in rather than reframe what they read. You would do well to emulate this behavior.

      --
      Literalism isn't a form of humor, it's you being irritating.
    2. Re:Attention on deck! by Simon+Brooke · · Score: 1

      Cringely is frequently wrong, but always for interesting reasons. One of the few talking heads (typing fingers?) out there who seem to process what they take in rather than reframe what they read. You would do well to emulate this behavior.

      I'd read the Cringely article before I got to this thread. Yes, Cringely is sometimes wrong. But he's not wrong about Gartner (or Aberdeen Group, or other such-like 'research companies'). Of course, the fact that they mostly spout rubbish doesn't necessarily mean that they're wrong in this report, which I haven't read.

      --
      I'm old enough to remember when discussions on Slashdot were well informed.
  23. more sucessful than sourceforge! by cryptozoologist · · Score: 1

    1 in 10 is better than the chances a sourceforge.net project has.

  24. Success or not by Haoie · · Score: 1

    MMOs [and other MM games] often get a huge amount of coverage, before they eventually disappear off the face of the web.

    A spectacular failure with promising starts is of course, The Sims Online.

    --
    If each mistake being made is a new one, then progress is being made.
  25. Snow Crash by mako1138 · · Score: 1

    I just started reading Snow Crash today, incidentally. I'm not that far in, but it would make sense that for a virtual world to really take off, it would have to be the only game in town.

  26. Re:Most MMOs fail before even hitting the market, by Antique+Geekmeister · · Score: 2, Interesting

    > his is hardly surprising. Look at the multitude of MMOs that have started development, and been left by the roadside due to /* lack of funding for */ the craptastic product.

    Fixed that for you. And I'm quite serious: many of the exciting new products in many fields are proposed by people who have no idea of what the market will actually support, misled by their own hopes and the VC marketer who took the commission for finding them the money and is long gone by the time the product finishes failing. Far too many companies are producing far, far too many big projects to create a new future, rather than filling a real need. And it's easy to poison such a project with a single mistake from a single developer or manager, or a market change.

  27. virtual 3d office (no - not "virtual 3d desktop") by lkcl · · Score: 1, Insightful

    the most practical way to make a virtual world actually "useful" is to make a virtual office.

    no, not a virtual desktop, because that would imply that placing every single item - like a 3D filing cabinet - onto the 3D rendition of the "desk top" - is something that people would find "useful".

    the "desk top" metaphor has been overused and overburdened, and, after several decades of pain, i think it's clear that it's no longer "useful".

    a 600mhz ULV pentium M, in combination with the older 815 extreme graphics chipset, is perfectly capable of fast 3D work - certainly such 600mhz ULV pentiums cannot be made to go more than 450mhz when running the "default" features of compiz / beryl desktop.

    so it's not like the technology isn't up-to-standard or anything.

    so - imagine a 3D virtual environment where you have a desk (with four legs). on the top surface is two, three or four monitors - as many as you want - representing your "application spaces". there's a telephone (bakerlite, of course). when you get a skype call or an IM, it grabs your attention by vibrating. there's a clock on the wall (not on the top of the desk). it tells the time. there's a calendar on the wall (not on the top of the desk). you click on it and it takes you to google apps or to evolution or to outlook. from a distance, panning back, you can clearly see some scheduled events on it.

    the list goes on - of things that aren't on "the desktop".

    my favourite is a "filing cabinet" which is really a filing cabinet, with drawers that open and bring up real "folders" with A-E F-K etc. on them.

    why am i mentioning this? well, against this background, taking it a step further, you might want to "meet" someone - in 3D. you might want to collaborate on a document, or show them a presentation, which will be on a virtual "easel" or in a 3D "room" with a virtual rendition of a projector. if you want to pause the presentation and go to discussing or editing a document, collaboratively, you can, with very little to distrupt the conceptual continuity.

    this is a _useful_ 3D "virtual world".

    one which you could conceivably work in on a day-to-day basis. which i think is a _great_ excuse to get stonking games machines.

    now all we need is a 3D version of mine-sweeper ha ha :)

  28. Re:Web Places & Pages by Simon+Brooke · · Score: 1

    The problem with "web places" is that no one has quite mastered how to "hang" at web places without spending first tier time at a computer. As a few SF books have shown, web places will take off when you can visit for 17 minutes in the line at a restaurant.

    It's called a 'smart phone'. They will be invented in about the year 2000. Furthermore I predict that a well-known upmarket vendor of digital appliances will come out with a very elegant one in about the year 2007, and that it will rapidly become popular.

    Great, this predictions business!

    --
    I'm old enough to remember when discussions on Slashdot were well informed.
  29. Re:virtual 3d office (no - not "virtual 3d desktop by Simon+Brooke · · Score: 3, Interesting

    the most practical way to make a virtual world actually "useful" is to make a virtual office.

    My employers will sell you this. Indeed, they'll be delighted to sell you this, since we developed it three years ago and so far have no real customers. It's a great idea... on paper.

    --
    I'm old enough to remember when discussions on Slashdot were well informed.
  30. RL Businesses Don't Get It by Anonymous Coward · · Score: 0

    There are a bunch of reasons why RL businesses fail in Second Life, and I've written about them here, hereand here. The issue seems to be that many people have a different identity when in virtual, and that other identity has little use for RL products and services. Instead, success is found by directly addressing their virtual needs, like I have done at my virtual store, Electric Pixels. Unfortunately, the size of the market is still quite small. It's like running a business in a town, not the world.

    -- ArminasX

  31. My virtual business by Skidx · · Score: 3, Interesting

    Just a little background on myself.. I run a virtual world business. Skidz Partz in second life, and while.. I understand all the laughter and criticisms, I have made my living from it making tools other gadgets. So I guess I am one out of the ten.

    One of the reason 9 out of 10 businesses fail in virtual worlds, is they are so easy to start. Its nothing to buy land (rent server space) and set up shop. You don't even have to have a product of your own. The hard part, is taking it seriously, customer support, having events and such.

    The second reason is most people open the store and think its like a web page, place things for sale and people buy.. completely automated.. no work at all.. I find, in virtual worlds the community factor is something that those 9 don't take into consideration. When coke put up there sim, it was empty of anyone that works there. People come to virtual worlds to communicate, explore, and create, and it defeats the whole purpose of the virtual world not to have a staff on hand to communicate and reach out to the audience.

    And, as far as the fancy ligth show, and physics, I would agree that the core business user of a virtual world would not care about those things, but I believe the base users do. They want a great experience with great graphics. Most people that come into second life just want to escape reality for a bit, roll play, chat with friends and those thing add to the experience. And if you have not seen the wind light version of secondlife, I recommend you take a look, its stunning.

    And now time to defend virtual worlds a bit... Last night I was searching the net high and low for a mathematical solution, but could not find it anywhere. I join the mathematics group in second life and had the answer I was looking for in just seconds. This is a great example of how the community is very powerful function in virtual worlds. In the future, I do believe virtual worlds will increase in popularity. I know IBM, Google, and Second life are working together now on something even bigger and better. While, right now, I would never suggest using second life as a work at home but in a virtual office, with the price of gas I believe something like that will become even more popular or more likely in the future.

    Well.. just my 2 cents.

  32. a virtual world currency that pays a divident... by czubul · · Score: 1

    A Currency that Pays a Divident The OpenSim project should have a currency that pays a divident. If users earn a divident just by using the game currency this will be a great incentive not only to participate in the game but also to use the currency in real life. Thus this increases the possibility that a market of things of value will develop in the game and maybe the currency will be used for real life transactions as well. A currency that pays a divident will prevail over any other form of virtual currency by means of the strategic advantage of directly benefiting the user. Convertibility to real currencies will depend solely on free market ability of the currency to provide goods and services and not some convertibility obligation undertaken by the company that hosts the server. Implementing a currency that produces a divident would require suitable financial institutions, capital markets, and a mechanism to liquidate a part of current value of financial instruments. Through liquidating a sustainable part of current value of financial instruments the company that hosts the server would earn the game money funds which when converted to real currency would pay for its operational costs plus the funds needed to pay a divident. It would be in the best interest of the company that hosts the server to ensure that the financial structure operates efficiently for the benefit of the users so that the game currency has maximum value of convertibility to real life currencies. Retrieved from "http://opensimulator.org/wiki/Money" there you can find more details on how it is possible

  33. Re:Most MMOs fail before even hitting the market, by drsquare · · Score: 1

    so they have little to no future development, and are basically "how many potions can you carry and use" games with no strategy outside of that.
    As opposed to all those other MMOs?
  34. Second Life and Businesses by Anonymous Coward · · Score: 0

    Corporations came (and still come) into Second Life with fanfare and crowds on opening day. Then you visit their locale a few weeks later, only to hear the wind blowing and see the tumbleweeds rolling (and the grass growing up to here).

    If you want to engage people and get them interested in your products/services in an online world, and/or engage your workforce in collaboration in such an environment, then you need the following:

    For a public facing site:
    1. Hire/assign a workforce of at least 4 people (ideally more) to man the locale 24/7. Their job is to engage the public, and manage the location. Remember your public is world-wide on these sites.

    2. Continually upgrade the content to provide interest. The people who visit will decide whether to stay or return another time in the matter of a few seconds. They have to find value or you won't see them again.

    3. Remember - this is not TV, and the people in these worlds are not a passive audience. They vote with their feet.

    For an internal site:
    1. Make sure your work is suitable for such an undertaking. e.g. if you have a factory - you don't want your assembly line workers spending all day in the virtual world, unless the interfaces in that world somehow tie back directly to the machines on the floor; some value add might be to have 3D models of your products in the virtual world that can be exploded by engineers when a question arises. On the other hand, a better fit might be a software development firm - in fact you wouldn't need any offices at all - telecommuting raised to a new level. All employees could work from home, using the virtual world as the 'office space' - and a central collaboration point.

    2. If the site is your main office space then do what you would do in a normal office - recognize achievement, have meetings, collaborate with your peers, and have fun while doing it.

    3. Probably most importantly: if the culture, product or other aspects of your business do not lend themselves to a virtual presence, then don't do it. The 2ndLife map is littered with empty business venues that are just a money drain - with no value either to the community or the companies involved.