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.”
About Gartner Symposium/ITxpo
Gartner Symposium/ITxpo: Emerging Trends is Gartner’s
premier event focused on the emerging trends, technologies,
business models and new management thinking poised to have a
dramatic impact on business, the economy and society. More
than 2,000 IT professionals from the world's leading
enterprises, rely on Gartner's Symposium/ITxpo: Emerging
Trends event to gain insight into how their organizations can
use technology to address business challenges and improve
operational efficiency.
In San Francisco, an integral part of Gartner
Symposium is the ITxpo show floor, where the latest
cutting-edge solutions will be showcased by more than 80
best-of-breed providers and up-and-comers. There are 11 ITxpo
marketplaces, including Application Development & Integration,
BI & Data Warehousing, BPM, Data Center/IT Operations,
Portals, Content & Collaboration, Outsourcing & IT Services,
and Security & Compliance. ITxpo marketplaces are focused
areas designed to aggregate solution providers into a specific
market and link conference topics to market solutions.
Attendees can attend technology company presentations and
schedule face to face meetings with exhibitors of their
choice. For more information, please visit
www.gartner.com/us/symposiumwest.
Contact:

Christy Pettey
Gartner
+1 408 468 8312
christy.pettey@gartner.com
About Gartner:
Gartner, Inc. (NYSE: IT) is the world's leading information
technology research and advisory company. Gartner delivers the
technology-related insight necessary for our clients to make
the right decisions, every day. From CIOs and senior IT
leaders in corporations and government agencies, to business
leaders in high-tech and telecom enterprises and professional
services firms, to technology investors, we are the
indispensable partner to 60,000 clients in 10,000 distinct
organizations. Through the resources of Gartner Research,
Gartner Consulting and Gartner Events, we work with every
client to research, analyze and interpret the business of IT
within the context of their individual role. Founded in 1979,
Gartner is headquartered in Stamford, Connecticut, U.S.A., and
has 3,800 associates, including 1,200 research analysts and
consultants in 75 countries. For more information, visit
www.gartner.com.
|