Over the past few years, the U.S. government has led the way in integrating virtual world technology in to the physical workspace.
From the Department of Energy to the Marines, government is a major consumer of cutting-edge virtual world and simulation technology. But is Uncle Sam getting too dependent on virtual platforms?
Pixels and Policy takes a look at our government's avatar addiction, and the potential downsides of the habit.
Continue reading The U.S. Government is More Wired than Ever. But Is It Secure?
The sputtering global economy could have a silver lining – companies looking to cut travel costs are turning to the virtual world for more business services than ever.
As CNN reports, companies are increasingly turning to telecommuting and virtual conferencing in graphical virtual worlds as a means of shaving costs and remaining competitive in an economy where credit is still tight and government life preservers are harder to come by.
Pixels and Policy takes a look at the exodus to the virtual business landscape.
Continue reading How Tough Economic Times are Encouraging Virtual Workplaces
There's no denying it – despite a worldwide consumer recession and spiking unemployment, virtual worlds are still growing with impressive speed.
A report by the Virtual Goods Summit shows that purchases of virtual clothing, weapons, and accessories will top $1 billion for the first time, and will nearly double to $1.6 billion by 2010.
There's only one thing missing: competition..
Continue reading Is the Metaverse Falling Victim to Large Platform Monopolies?
digitally marketing their new electric car to a slew of virtual
reality themed Hollywood blockbusters, focusing on virtual worlds as a
potential revenue source is all the rage. But as companies have repeatedly shown by high-publicity failures, marketing in the virtual world is a tricky proposition.
Pixels and Policy looks at how to effectively market products to eager eyes in the Metaverse.
Continue reading Thinking Virtually: Helping Companies Succeed in Marketing to the Metaverse
China and the United States have shared dominance of the
virtual world market for years on the backs of games like Lineage and World of
Warcraft, but a new entrant may be on the horizon.
to a study by Deloitte,
rapidly industrializing Brazil is prepared to sate
its citizens’ craving for virtual worlds by expanding its commercial Metaverse
presence. Wired Brazilians are prepared to build virtual worlds that appeal to
the Latin American community.
Who’s ready for some creative destruction?
Continue reading Is Brazil Set to Become a Virtual World Superpower?
The Scotland Herald isn't the first place most people turn for commentary on how virtual worlds are changing our social experiences, but their recent article on the changing face of childrens' play is thought provoking.
t's an interesting topic worthy of some focus for Wednesday's and Friday's articles.
Let's look at how children are moving from the playground to the Metaverse for entertainment, and the shift from real to virtual means the concept of safety is evolving as well.
Continue reading Are Social Networking Websites A Dangerous Gamble for Kids?
The media appears quite smitten with augmented reality technology, the webcam-based tool that allows graphical, interactive overlays to be placed over most objects sporting a special bar code.
The problem is, excessive media hype could end up damaging augmented reality's much-needed development, turning a possibly great future product into a barely useful current one.
Let's look at why augmented reality is a promising technology almost certain to underwhelm, especially after the hype treatment heaped on its promise by the mainstream medi
Continue reading Media Hype Could Permanently Damage Augmented Reality
The sputtering global economy
could have a silver lining – companies looking to cut travel costs are
turning to the virtual world for more business services than ever. As a reader recently pointed out, this means more than traveling to a meeting in the virtual world instead of trekking across the country. It also means that important training and workforce development projects are finding happy homes in the Metaverse.
CNN reports, companies are increasingly turning to telecommuting
and virtual conferencing in graphical virtual worlds as a means of
shaving costs and remaining competitive in an economy where credit is
still tight and government life preservers are harder to come by. Let's take a look at just how serious this trend is.
Continue reading How Evolving Laws and Workplace Needs are Bringing Companies into Harmony with the Virtual World
Virtual consulting companies are popping up across the country, but could these Metaverse entrepreneurs be miscalculating the scale of corporate interest in virtual worlds?
One report argues that 2010 will see a marked downturn in corporate interest in virtual conferencing and digital events. Could the boom time be ending already?
Pixels and Policy takes a look at what's in store.
Continue reading Are Businesses Burning Out on Virtual Conferencing?
From FarmVille Dollars to the Evony Cent,
nearly every virtual world, multiplayer game and online environment
seems to be adopting synthetic currencies – the little tokens we
happily give our real money to acquire.
currencies each have their own exchange rate, from L$250 to $1 in
Second Life to 50 Evony Cents for $5 and everywhere in between. But
once successful virtual currency company now claims the success of a
virtual currency has little to do with its price.
Continue reading Virtual Currencies: The Rise of a Not-So-Virtual Monetary Unit