Gartner: 80% of Internet Users in Virtual
Worlds by 2011
Gartner Says 80 Percent of Active Internet
Users Will Have A "Second
Life" in the Virtual World by the End of 2011
Analysts Identify the Five Laws for Virtual Worlds During Gartner Symposium/ITxpo
2007 Emerging Trends, Analysts Say IT Leaders Must Take the Initiative
to Innovate
STAMFORD, Conn., April 24, 2007 — By the end of 2011, 80 percent
of active Internet users (and Fortune 500 enterprises) will have a “second
life”, but not necessarily in Second Life, according to Gartner,
Inc.
Gartner analysts are examining the
hype and reality around virtual worlds during Gartner Symposium/ITxpo
2007: Emerging Trends, being held here through April 26. Gartner’s
advice to enterprise clients is that this is a trend that they
should investigate and experiment with, but limit substantial financial
investments until the environments stabilize and mature.
“The collaborative and community-related aspects of these environments
will dominate in the future, and significant transaction-based commercial
opportunities will be limited to niche areas, which have yet to be clearly
identified,” said Steve Prentice, vice president and distinguished
analyst at Gartner. “However, the majority of active Internet users
and major enterprises will find value in participating in this area
in the coming years.”
Meaningful corporate use of public virtual worlds/platforms will lag considerably
behind individual consumer use as enterprises struggle to develop appropriate
and relevant business models. As enterprise try to define their role in
the virtual world, Gartner has identified five laws for companies participating
in the virtual world. They include:
First Law: Virtual
worlds are not games, but neither are they a parallel universe
(yet). The initial reaction of many business leaders when faced with
virtual worlds is to dismiss them as a mere “game” of
no benefit to the enterprise and something to be banned for wasting compute
resources and time. Many of those that see beyond the gaming elements immediately
veer toward questions such as “How do we exploit this as a sales
channel?” This reaction is equally incorrect and potentially even
more damaging to the enterprise. “Growth in virtual worlds is significant
but lower than it appears; the overall population of non-game virtual worlds
is still small compared to massively multi-user online games (MMOGs) and
the totality of community-oriented and niche-targeted environments,” Mr.
Prentice said.
Second Law: Behind
every avatar is a real person. Gartner said people can’t be fooled
by the fantasy elements in the virtual world. There are unwritten
rules and expectations for behavior and culture are developing. Enterprise
users must consider their corporate reputations.
Third Law: Be relevant
and add value. Many commercial companies have established a virtual
world presence, but none have converted it into an effective, profitable
sales channel. There has been criticism of early corporate entries into
the virtual world, Second Life, related to the showrooms usually being
empty and lacking atmosphere. While there have been a limited number
of individuals who have earned more than $5,000 per year from their virtual
world businesses, most corporations will see minimal revenue gains in
the market at this time. “Do not expect to undertake profitable commercial
activities inside most virtual worlds in the next three years,” Mr.
Prentice said.
Fourth Law: Understand
and contain the downside. Enterprises face serious questions, such
as “Could activities in the virtual world undermine
or influence my organization/brand in the real world?” With significant
portions of the virtual economy based on adult oriented activities,
questions of appropriate behavior and ethics also arrive. In-world
behavior can be a problem in public areas; annoying interruptions can range
from unintentional arrivals and erratic behavior from new residents whose
avatar control is still suspect to misdemeanors such as graffiti, to more-concerted
protest activities designed to disrupt.
Fifth Law: This is
a long haul. Today’s multiplicity of virtual
environments has developed through the convergence of social networking,
simulation and online gaming. There are many new entrants, whose
stability and scalability are not yet established. There is significant
probability that, over time, market pressures will lead to a merging
of current virtual worlds into a smaller number of open-sourced
environments that support the free transfer of assets and avatars from
one to another with the use of a single, universal client.
Gartner recommends that enterprises
should experiment with virtual worlds, but not plan massive projects,
and look for community benefits rather than commerce. “Find enthusiasts within your enterprise and support them.
Understand the implications for access to open virtual platforms from within
the enterprise and the risks involved,” Mr. Prentice said. “Despite
the concerns within companies, don’t ignore this trend. They will
have a significant impact on your enterprise during the next five
years.”