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Virtual Worlds

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Technology Map Detailed Contents August 2012

Importance of the Technology

The Technology in Brief

  • A Brief Virtual-Worlds History
  • Definition: Virtual Worlds
  • Selected Consumer Virtual Worlds
    • Second Life
    • Club Penguin
    • Avatar Kinect and PlayStation Home
    • World of Warcraft
    • NBA: King of the Court
    • Virtual-Worlds Platforms
  • MMOG Engines and Tools
  • Software Components
    • Distributed Architectures
    • Programming Languages and Standards
    • 3D Graphics
    • Artificial Intelligence
    • Speech Interfaces
  • User Devices
  • Infrastructure

Commercial Development Parameters

  • Demand Factors
  • General Constraints
  • Synergistic Technologies
  • Competing Technologies
  • Required Resources
  • Regulatory Factors

Areas to Monitor

  • Conditions That Are Likely in All Future Scenarios
    • Augmented Reality
    • Virtual Goods
    • Secure Virtual Worlds
    • Generation Y
    • High-Performance Networks and Devices
    • Regulation and Governance of Virtual Worlds
    • Virtual-Worlds-Provider Landscape
    • Open-Source Virtual Worlds
    • Interfaces to Enterprise Applications
  • Conditions That Vary Greatly across Scenarios
    • Ability to Reach Mainstream Users
    • Interoperable Virtual Worlds
    • Major Usability Improvements
    • 3D Web
    • Gamification

Implications of Commercialization

  • A: The Google-Run World
  • B: Virtual-Worlds Balkanization
  • C: Mobile and Augmented Reality Virtual Worlds
  • D: The 3D Web
  • Further Consequences of Change


  • Applications
    • Games
    • Social and Creative Virtual Worlds
    • Commerce
    • Marketing and Advertising
    • Industrial Plant Simulation
    • Collaborative Work
    • Training and Education
    • Military and Security Training and Planning
    • Public Communication
  • Business Models
    • Consumer Subscriptions
    • Enterprise Sales
    • Advertising-Supported Virtual Worlds
    • eBay Business Model
    • Bundled-Service Business Model



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