This article deals with trends defining virtual worlds in 2007, much seems still relevant for 2008. Here are the key trends:
1. Shedloads of virtual worlds will be launched in 2008.
2. Teen-focused virtual worlds are huge.
3. Brands still get it wrong.
4. There's a problem with communication.
5. There will be big growth in corporate use of virtual worlds.
6. Virtual items will be a big moneyspinner.
7. Mobile is a bit of a wildcard.
8. Governments are waking up to virtual worlds.
9. Is it an online game or a virtual world, or both?
10. China is getting into virtual worlds.
11. Interoperability is important.
12. Advertising is another wild card.
13. Virtual worlds need to become easier to use.
14. Media streaming is more common, but strangely low-profile.
15. Social networking convergence.
16. Which brands should set up their own virtual worlds?
17. Different approaches to graphical realism.
18. Booze and fags.
19. Is Second Life going to stay a niche?
20. Nobody talks about sex.
Read the full article here.
Bits and pieces - ideas, tools, technology, learning and other things that might be considered 'useful stuff' for students and others!
Subscribe to:
Post Comments (Atom)
Welcome to the 2009 Teaching and Learning Innovation Award Ceremony Acknowledging and celebrating excellence and innovation in blended learning at The. - ppt download
Welcome to the 2009 Teaching and Learning Innovation Award Ceremony Acknowledging and celebrating excellence and innovation in blended learn...
-
The Horizon Report 2010 identifies and describes emerging technologies likely to have a large impact on teaching, learning, or creative inq...
-
The Forbidden City: Beyond Space and Time is a partnership between the Palace Museum and IBM. The goal of the project is to provide the mea...
-
A very helpful posting from John Miller on Creating Engaging and Interactive Online Nursing, Medical, and other Courses John mentions the u...
No comments:
Post a Comment