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The Virtual Worlds Hype Cycle for 2009 | MUVEDesign

The Virtual Worlds Hype Cycle for 2009 | MUVEDesign

The Virtual Worlds Hype Cycle for 2009 icon1 Posted by Gary in Business, Education, Marketing, Social Media, Virtual Worlds on 01 21st, 2009 | one response We are well into 2009 and there is a lot of news popping about the likely growth of social virtual worlds and their adoption. As a tangent game based virtual worlds are also still in relative growth as covered in SMH’s post Video games thrash movies and DVD, referring to the shift in Australia and reflected in the rest of the world, of more money spent on interactive vs passive entertainment ” video games industry is now double the size of the box office and more than 40 per cent larger than the movie disc industry in Australia”. But back to social virtual worlds and I have quickly mapped some dates and SVW events (most are recent) onto a slightly modified Gartner ‘hype cycle’ curve. For the uninitiated here is a brief wikipedia definition. Since 1995, Gartner has used hype cycles to characterize the over-enthusiasm or “hype” and subsequent disappointment that typically happens with the introduction of new technologies. Hype cycles also show how and when technologies move beyond the hype, offer practical benefits and become widely accepted. Gartner Hype Cycle SVW Of course in reality we have really been through a sine wave quite a few times since 1987 through 2005 but since the relative maturity of services like Second Life, There and others true and robust applications are emerging, beyond the traditional ‘gamer/entertainment’ use. MUVED created a post a few weeks ago showing widespread investment in a range of niche virtual worlds and this trend is seemingly continuuing apace. Raymond de Villiers of South African, BizCommunities is very bullish about the use of these worlds for business communication in a post entitled Growth of Virtual Environment Expected in 2009… Throughout 2008 the corporate world was exposed to the reality of virtual worlds, which has seen a growing influence on how companies train, market, advertise and communicate. This is a trend that is expected to continue into 2009 as organisations begin to recognise the merits of incorporating gaming into their basket of communication tools. Raymond makes some mature philosophical points about how the corporate world is now host to a new generation of employee who don’t see these spaces as for geeks and timewasters For those who have never played a computer game in their lives, virtual worlds look foreign, sinister, scary, and like a waste of valuable corporate resources. However, for those who grew up in a world where they played virtually, their expectation of being able to apply the consequent life lessons will be expressed in their expectations of the work environment. Computer gaming, and the associated virtual worlds, will, as a result, be seen as an increasingly important infrastructural consideration.

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