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Thursday, July 30, 2009


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Dusan Writer

And check this stat:

"In a poll conducted during the Jam, 82 per cent of those polled said they believed “virtual worlds” are a great place to learn future skills."


Arcadia Codesmith

I'm seeing an increase in parents who grew up with virtual worlds introducing their kids to VW (sometimes in violation of terms of service, but usually with age-appropriate venues). On the flip side, boomers hitting retirement are finding VWs a good way to keep in touch with offspring who may be scattered across the country. As the tech matures and becomes more intuitive, I expect market penetration will increase substantially, although share may grow fastest with worlds that are embedded in the browser rather than stand-alone clients.


I'm am not shocked about the virtual world stat. It is really common to see, heard and read some news that virtual world become our second life. For now, there are millions of users in any age become hooked in playing RPGs like World of Warcraft, visiting social networks like facebook and do other virtual world activities. As the technology continuously increase, I expect that market penetration of using virtual world become more higher and higher.

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