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Page history last edited by Rin 10 years, 4 months ago

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Posted on Wikipedia Nov 15, 2009  http://en.wikipedia.org/wiki/Enterprise_Gaming,_Virtual_Worlds

 

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Enterprise Gaming, Virtual Worlds

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Enterprise Gaming, Virtual Worlds is a computer-based simulated environment (a private island or stand-alone solution) for the Enterprise intended for its users to interact via avatars (or without avatars) and collaborate on documents, view and edit slides, or to view and design 3D product prototypes on virtual whiteboards. Enterprise Gaming, Virtual Worlds can also be used to provide education and training on new products, new policies and procedures to sales and customer service representatives.

To cut cost, Enterprise organizations can use Gaming and Virtual Worlds to host Virtual Tradeshows, Virtual Meetings, and Virtual Conferences.

 

Contents

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[edit] History

While Virtual Worlds have been around, some say, since the 1960s, research by Gartner shows that Enterprise Gaming, Virtual Worlds didn't enter the Enterprise until 2006-2007. The first attempts by Enterprises to incorporate Virtual World technology into their processes wasn't successful for several reasons. By the end of 2006 (early 2007) many organizations did away with the idea of Virtual Worlds altogether. Fast forward to 2009 and the buzz around SecondLife and other Gaming and Virtual World technologies has caused Enterprises to reconsider incorporating these technologies into certain aspects of their business. Research shows that some Enterprises have been successful using Virtual Worlds, while other Enterprises are having a difficult time.

Despite the failures some Enterprises have encountered using Virtual Worlds, this trend will continue has the technology becomes easier to use and Enterprises become better at implementing Virtual Worlds. The future for Enterprise Gaming, Virtual Worlds in the Enterprise is very bright. According to Gartner by the end of 2015, half of all enterprises will use 3-D virtual meetings to replace physical meetings or conferences.

[edit] Virtual World Population

  • According to Gartner, by the end of 2011, 80 percent of active Internet users will have a "second life", but not necessarily in Second Life.
  • According to KZERO research, the Q2 2009 virtual worlds sector inhabitant count now stands at 579 million. This number represents a 38.6 percent increaase over Q1, where inhabitant total stood at 417 million. The majority age of virtual world is 14 years old.

[edit] Software List

Gaming and Virtual Worlds in the Enterprise is a fairly new phenomenon, as a result there aren't many software solutions on the market for Enterprises to choose from. Below is a list of the current Enterprise Gaming, Virtual Worlds software solutions:

[edit] Citations

  • Wiki: Virtual World section one Enterprise Gaming, Virtual Worlds.
  • URL: [1] section three Virtual World Population.
  • URL: [2] section three Virtual World Population.

[edit] References

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Comments (2)

Rin said

at 8:04 am on Nov 18, 2009

Dr. T,
We wrote the whole page include of 4 main sections.
1) Definition
2.) History
3.) Virtual World population
4.) Software list

Dr. Ruth Ter Bush said

at 10:52 am on Nov 17, 2009

I can't tell which parts are yours?

You don't have permission to comment on this page.