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ECT News Community   »   LinuxInsider Talkback   »   Re: The Business Case for Virtual Business, Part 2

Re: The Business Case for Virtual Business, Part 2
Posted by: Katherine Noyes 2009-07-08 20:11:30
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There's no doubt some companies have succeeded in using virtual worlds for branding and interaction with their customers, whether through in-world stores, billboards or other means. Wells Fargo, for instance, has been operating its Stagecoach Island aimed at young customers for roughly four years and says it is pleased with the results.
Yet branding and advertising seem to be about as far as externally facing efforts tend to go in virtual worlds; attempts to take the next step into sales -- for the most part -- don't seem to have met with much success.

Educational use of virtual worlds
Posted by: DennisDeLocht 2009-08-07 07:17:27 In reply to: Katherine Noyes
I believe virtual worlds will become more and more succesful but not only for companies who want to make a lot of money with the concept.
As a student in Belgium, we are getting more familiar with gaming in school. In my opinion these virtual worlds can take the meaning of homework in an whole other perspective.

Virtual Worlds
Posted by: jcrglobalcaplaw 2009-07-20 23:03:00 In reply to: Katherine Noyes
Virtual worlds will eventually rebound as a place for genuine business and, with all due respect to SecondLife and Linden Labs, it is not likely to be there because that is a consumer-facing place. Someday (soon), someone will offer virtual worlds (with high ease-of-use scores) that are, essentially, conference rooms or conference centers. Imagine a virtual WebEx.

James C. Roberts III
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