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| Future Trends for Virtual Worlds [Virtual Worlds] The Virtual Worlds Expo took place last week in Los Angeles, and there's been bits and pieces of news from the event floating around — the wrap ups of roundtables and panels are the most interesting. Over at Free To Play, they have put together five big trends in virt [..] |
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| 90% of Virtual Worlds Will Fail Within 18 Months [Virtual Worlds] For those that lament the plethora of crappy MMOs and poorly-planned 'virtual worlds' of various stripes — fear not, a new report indicates that 90% are doomed to failure within a year and a half. Gartner, the research and advisory firm that produced the report, notes [..] |
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| Virtual Worlds Getting Ready To Explode [Virtual Worlds] Sure, laugh when I tell you that I spent the better part of last night DJing a virtual wedding in Second Life, but the next wedding I DJ could be yours. In a report released today titled ""Market Forecasts for Virtual World Experiences", Strategy Analytics p [..] |
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| Four Future Trends of Entertainment [Future] Jane Pinckard of game girl advance has come up with four future trends of entertainment, and they all apply to gaming — while her ideas aren't necessarily 'new,' she does really boil down some of the tensions and innovations facing the industry right now. She points to four trend [..] |
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| Are We Facing a Winter of Virtual Worlds? []
While Second Life is still a media darling (though I think the general press is down in number of articles touting this new! and amazing! and wonderful! virtual space since this time last year), Bruce Damer has an interesting piece up over at Terra Nova: are virtual worlds faci [..] |
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IBM: We're Still Committed To Virtual Worlds Earlier this week, we wondered if the departure of IBM's (IBM) "Metaverse Evangelist" means the company is scaling back its interest in virtual worlds and Second Life. We ha [..] |
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| Virtual Worlds for Fun and Research [Academia] We mentioned Arden, the university-design MMO, a few times; a working paper has just been released that looks at economic behavior in MMOs using the game. The interesting thing here isn't so much the fact that people replicate real-world behaviors online (in this case, they purchased less of a [..] |
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| Taxes Coming To Virtual Worlds? It was only a matter of time: A blind spot in the tax code effectively allows for some types of tax-free e-commerce transactions provided the purchase happens in a "virtual world."
Now taxpayer advocate Nina Olson is raisin [..] |
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| 'Next Big Thing, or Next Big Bust?': Virtual Worlds [] The Cutter IT Journal is offering their latest issue — on the subject of the challenges of virtual worlds — for free (registration required); the issue includes articles on 'real world' applications of virtual worlds and the pitfalls and promises of [..] |
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| On the LOC Preserving Virtual Worlds Project [History Is Fun!] I've mentioned my love for the delightful How They Got Game, which catalogues some of the neat holdings of the Stanford Stephen M. Cabrinety Collection (among other things); now, they're getting some love from the Stanford alumni magazine, which highlights the Library of Congress ' [..] |
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FTC investigating explicit content in virtual worlds
Online gaming news site Virtual Worlds recently had the opportunity to sit down with a couple of FTC attorneys who are currently investigating adult content in virtual worlds. The FTC is apparently working on a report for Congress (w [..] |
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