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Reader Comments (4)

Posted: Oct 19th 2008 2:57PM (Unverified) said

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Thanks for the post. I hope I'm clear that we specifically don't predict a winter; kids' worlds in particular have had more financial success in the last two years than every other use of "virtual worlds" (not counting MMOs) put together over the last 20 years. And those are going to continue to grow. So the downturn in the experimental sides of the industry are a postponement of growth, but not a net reduction in the industry's size.

And while your points are excellent, I'll add two clarifications to address some of them

a) startups will fail at a much higher rate over the next year

b) conferences could today charge $50-100 for virtual-only attendance and in many cases would find more than enough takers to make the addition profitable. I suspect they could do so without cannibalizing real-world attendance.

Thanks for reading!

--Sibley

Posted: Oct 19th 2008 4:50PM (Unverified) said

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1. Elimination of at least 80% of Virtual World advertising, marketing, and sponsorship efforts:

there is two problems with that

one: is that the scource is wall street journal? the problem with that until recently was a paper only publication. so it hard not to suppect that they want people to give up and come back to paper since paper pub is down.

Two: i dont have the scource for this but if i rem correctly people are watching less tv and movies and going to sites that engage them.

2. Enterprise use of Virtual Worlds will Stagnate:

intresting but if im a small business person i know several marketers who could run a nice marketing campain for that. but still very good point i will wait and see.

3. Kids’ Worlds will Continue to Grow at a Healthy Rate: agreed but a lot of older people play wow as well

4. Many Startups Will Fail: that a given for any and all markets now does it have a bigger effect on VW unkown at this time.

5. Virtual Conferences: that goes back to 1 and two it just depends on what you need

6. A new Virtual World Winter: yes?

Posted: Oct 19th 2008 7:56PM (Unverified) said

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Thanks to Sibley for his thoughts and for your coverage and comments Tateru.

I feel that the adult social virtual worlds marketplace has been substantially overlooked - as it has been for the past few virtual worlds conference and expos.

Consider that in tough times people are going to cut back on luxuries, shopping expeditions, holidays, evenings out for entertainment.

We know that in the depression people drank to escape their woes, so could it be possible that greater numbers of people will immerse themselves in virtual worlds to satisfy a variety of needs that have been curtailed in the real world.

You can have your retail therapy for just a few dollars in a virtual world.

Big ticket items like yachts, beachside houses and imported cars are all affordable inworld.

I also think that many musicians with solid real life audiences will look to virtual worlds as an avenue for performing without the expense of touring - and that they will earn enough from virtual ticket sales to make some decent income.

One thing we can almost all be sure about is that the internet connection would be one of the essential services that households will maintain.

Why don't we - as an industry - encourage more people to make best use of their connection and start having fun inside a virtual world where they can spend pennies and live like Kings?

Posted: Oct 19th 2008 9:03PM (Unverified) said

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I agree with Starr - from our observations in participation and spending in Second life, escapism is the prime motivator.

People who cannot afford to go out to clubs are mixing in the virtual world, and answering their need to spoil themselves with virtual luxury items.

The social space is very compelling, and a great alternative for many people. This is enhanced by other positive outlets for creativity, reward and recognition provided, all completely removed from world economic gloom and the mortgage rates.

I think there is a solid case to predict that tough financial times would increase the market for adult social presences such as second life.
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