|
Description
Business in the virtual world got very serious, very quickly in 2006. There have been a lot of false starts over the years. The massively multi-player gaming worlds like EverQuest and the eight-million strong World of Warcraft were always fascinating phenomena for their niche audiences, but they only made money for Sony and Blizzard/Vivendi, respectively, not for anyone else. And I covered the fledgling There.com a number of years ago, but that 3D playground seemed to be a little too much ahead of the curve, although it is getting some traction now.
Several things changed last year, however. New collaborative tools emerged online, like the wildly innovative Lycos Cinema, which lets a network of friends chat and share... |

More articles from EContent
A case of measuring content's impact.(case study)(www.sohh.com )(Websi..., May 01, 2007 Ghosts in the social networking machines.(disContent)(Editorial), May 01, 2007 Today content delivery is a two-way street.(planning of content indust..., May 01, 2007 Referenceware by Books24x7.(product introduction), May 01, 2007 Form favors function: Vasont's facelift in version 11 facilitates use...., May 01, 2007
Looking for additional articles?
Click here
to search our database of over 3 million articles.
|