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Real Opportunities within Virtual Worlds
By CSMG
Telephony Magazine, December 11, 2006
The
second in our series on the social networking space, this
article focuses on the latest Internet 2.0 trend likely to
further converge the Internet, telecommunications and media
industries-virtual worlds.
Many of us will shake
our heads at the prospect of people spending their time socializing
online within virtual world, but they are, and the telecom
industry needs to take notice. CSMG believes the core capabilities
of virtual worlds are powerful enough to attract large audiences
now and in the future. Dozens of virtual world offerings exist,
from Second Life to There.com-enough to suit any interest
or demographic.
Virtual worlds combine social networking
and 3-D gaming virtual reality. Online end-users sign on and
design their own online persona, or avatar. The design includes
choosing the sex, hair and skin color, body type, clothes,
and other physical characteristics. Once designed, users enter
an existing, pre-developed virtual world and begin interacting
with other end-user avatars. Sound strange? It gets better.
Avatars can have a conversation, through IM-like text that
appears in speech bubbles; they can dance together, drive
cars, listen to music on the beach, and even kiss. They can
buy new clothes, property and other items with virtual world
money, which is bought with real-world dollars.
For all the cynicism they may incite, the
fact is that these virtual worlds are addictive. With each
sign-on, end-users can interact with the virtual representation
of people from around the globe. Singles can flirt safely
and anonymously and, if they choose, form real world-relationships
through these virtual interactions. For many this provides
a unique level of escapism, of liberation and of risk-free
socializing. The result is a new service that is extremely
attractive, and CSMG research shows average time spent in
these virtual worlds trending towards nine hours a week. Virtual
world enthusiasm is viral, spreading rapidly by word-of-mouth.
The addictive nature of this new Internet medium, its broad
13- to 45-year-old appeal, and the rapidly increasing average
hours spent 'in-world' make this a significant opportunity.
Just as social networking sited have tremendous potential
for telecommunications and cable companies, so do virtual
worlds. Virtual world end-users are essentially leveraging
on-net environments where communication and interaction are
core features. Indeed, many aspects of this latest community
application make it attractive as a core service for telecom
and cable companies.
CSMG work in this space has answered some
of the fundamental questions pertaining to strategic fit,
service design and business model. That said, there are multiple
potential avenues for carriers and MSOs to evaluate, including
whether to extend existing virtual world sites to the mobile
handset and television and/or to control their own through
acquisition or fresh build-the only question is how deep to
go and when. Based on foreign carrier assignments, we support
the case for rapid movement while the phenomenon is still
embryonic, and for the pursuit of both virtual world ownership
and existing-site cooperation. While many customers will welcome
a social network site or virtual world from a carrier, other
customers will not; to drive maximum benefit, a dual strategy
is often optimal. Though virtual worlds originated on the
PC screen, carriers and MSOs can offer this application across
three screens, enhancing the experience of the current fixed-PC-centric
Internet.
Even for those carriers and MSOs without
the appetite to move forward with an aggressive virtual world
growth strategy, this new medium presents opportunities. Some
of the largest 'oldco' companies such as GM are experimenting
with virtual world advertising via billboards, events, and
other means; carriers need to do the same. There is also the
possibility of digital service distribution of music and video
through these worlds-the possibilities are endless and real.
With increased scale and graphical
capabilities, virtual worlds will quickly have a greater impact
on the telecom and cable markets. I suggest you sign on and
experience these new worlds to vanquish any doubts that you
might have. Virtual worlds are here and they represent a large
business opportunity for the telecom space-the benefits will
be great. As to their benefits to society at large? Well,
that is another matter entirely.

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