Virtual worlds open for business.(follow the money)
Publication Date: 01-MAY-07
Publication Title: EContent
Format: Online
Author: Smith, Steve

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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...



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